Version: 2019.3
New in Unity 2019.3
Glossary

Glossary

2D terms

2D Object:

A 2D GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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such as a tilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
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or spriteA 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. More info
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. More info

dimetric projection:

A form of parallel projection where the dimensions of a 3D objectA 3D GameObject such as a cube, terrain or ragdoll. More info
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are projected onto a 2D plane, and only two of the three angles between the axes are equal to each other. This form of projection is commonly used in isometric video games to simulate three-dimensional depth. More info

isometric projection:

A form of parallel projection where the dimensions of a 3D objectA 3D GameObject such as a cube, terrain or ragdoll. More info
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are projected onto a 2D plane, and the angles betwen all three axes are equal to each other. This form of projection is commonly used in isometric video games to simulate three-dimensional depth. More info

sprite atlas:

A texture that is composed of several smaller textures. Also referred to as a texture atlas, image spriteA 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. More info
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, sprite sheet or packed texture. More info

2D physics terms

Body Type:

Defines a fixed behavior for a 2D rigid body. Can be Dynamic (the body moves under simulation and is affected by forces like gravity), Kinematic (the body moves under simulation, but and isn’t affected by forces like gravity) or Static (the body doesn’t move under simulation). More info

Fixed Joint 2D:

A 2D jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur. More info

Physics Material 2D:

Use to adjust the friction and bounce that occurs between 2D physics objects when they collide More info

Relative Joint 2D:

A 2D jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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that allows two game objects controlled by rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
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physics to maintain in a position based on each other’s location. Use this joint to keep two objects offset from each other, at a position and angle you decide More info

AI terms

NavMesh:

A meshThe 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. More info
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that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info

Analytics terms

Active Users:

Players who recently played your game. Unity AnalyticsAbbreviation of Unity Analytics
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defines an active player as someone who has played within the last 90 calendar days. More info

Ad ARP:

(Average Revenue Per User) Average Unity Ads revenue per player. More info

Ad Revenue:

Total Unity Ads revenue. More info

Ad Starts:

The number of video ads that started playing. More info

Ads per DAU:

The number of ads started per active player on a given day. More info

Age 14 and Under:

By default, Unity does not breakout analyticsAbbreviation of Unity Analytics
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data for players under the age of 14. See COPPA(Children’s Online Privacy Protection Act) COPPA is a US law that applies to apps that collect personal information and are targeted to children under the age of 14. More info
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Compliance. More info

All Spenders:

Players who have made any verified or unverified in-app purchases in their lifetime. More info

Analytics:

Abbreviation of Unity AnalyticsA data platform that provides analytics for your Unity game. More info
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Analytics Events:

Events dispatched to the AnalyticsAbbreviation of Unity Analytics
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Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior. More info

Application version:

Player segments based on application version or bundleid. More info

ARPDAU :

(Average Revenue Per Daily Active User) The average revenue per user who played on a given day. More info

ARPPU:

(Average Revenue Per Paying User) Average verified IAP revenueRevenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store. More info
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per user who completed a verified IAP transaction. More info

Churn:

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%). More info

Cohort:

A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments. More info

Conversion Rate:

The percentage of users who complete an action or sequence of actions. More info

COPPA:

(Children’s Online Privacy Protection Act) COPPA(Children’s Online Privacy Protection Act) COPPA is a US law that applies to apps that collect personal information and are targeted to children under the age of 14. More info
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is a US law that applies to apps that collect personal information and are targeted to children under the age of 14. More info

Core Events:

Core events are the basic events dispatched by the Unity AnalyticsAbbreviation of Unity Analytics
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code in your game. These events, and the analyticsAbbreviation of Unity Analytics
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based on them, become available simply by turning on Unity Analytics for a Project. Core events include: app running, app start, and device info. More info

CTR:

(Click Through Rate) The percentage of players who click a link in an ad displayed in your game. More info

Custom Events:

Custom events are freeform events that you can dispatch when an appropriate standard eventStandard events are application-specific events that you dispatch in response to important player actions or milestones. Standard events have standardized names and defined parameter lists. More info
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is not available. Custom events can have any name and up to ten parameters. Use standard eventsStandard events are application-specific events that you dispatch in response to important player actions or milestones. Standard events have standardized names and defined parameter lists. More info
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in preference to custom events where possible. More info

Data Explorer:

A Unity AnalyticsAbbreviation of Unity Analytics
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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. More info

DAU:

(Daily Active Users) The number of different players who started a session on a given day. DAU(Daily Active Users) The number of different players who started a session on a given day. DAU includes both new and returning players. More info
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includes both new and returning players. More info

DAU per MAU:

(DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky FactorAn estimate of how compelling a game is to its players. A high “sticky factor” means that players stick with an app over time. More info
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in the analyticsAbbreviation of Unity Analytics
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and game industries, this metric is often used as one estimate of player engagement. More info

Day 1 Retention:

The percentage of players who returned to your game one day after playing the first time. More info

Day 30 Retention:

The percentage of players who returned to your game thirty days after playing the first time. More info

Day 7 Retention:

The percentage of players who returned to your game seven days after playing the first time. More info

Demographics:

Player segments based on reported demographics. More info

Dolphins:

Players who have spent between $5 and $19.99. More info

eCPM:

(estimated Cost Per Mille) The estimated revenue for 1000 ad impressions for your app. See What is ECPM. More info

Engagement:

Engagement is 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: Retention, DAU(Daily Active Users) The number of different players who started a session on a given day. DAU includes both new and returning players. More info
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, MAU(Monthly Active Users) The number of players who started a session within the last 30 days. More info
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, DAU/MAU, number of sessions, and session length. More info

F2P:

(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. More info

Fill Rate:

The rate at which ads are available when you request one. More info

Funnel:

In AnalyticsAbbreviation of Unity Analytics
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, a funnel is a linear sequence of standard or custom events that you expect a player to complete in order. More info

Geography:

Player segments based on country. More info

Heatmaps:

Heatmaps are a spatial visualization of analyticsAbbreviation of Unity Analytics
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data. More info

IAP:

See In App PurchaseRevenue from “micro-transactions” within a game. More info
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In App Purchase:

Revenue from “micro-transactions” within a game. More info

Impressions:

The number of times ads are seen in your game. An impression is counted even if the ad is not completed. More info

LTV:

(Lifetime Value) The estimated value of an average player over their lifetime with your application or game. More info

MAU:

(Monthly Active Users) The number of players who started a session within the last 30 days. More info

Minnow:

A player who has spent less than $5 in their lifetime. More info

Never Monetized:

Players who have never spent real currency. More info

New Users:

Users who played your game for the first time. More info

Number of Unverified Transactions:

The total number of IAP transactions, whether or not they have been verified. More info

Number of Users:

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. More info

Number of Verified Transactions:

IAP transactions that have been verified through the appropriate app store. IAP verification is currently supported by the Apple App Store and the Google Play Store. More info

Percentage of Population:

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. More info

Remote Settings:

Remote settings are game variables that you can set remotely on your AnalyticsAbbreviation of Unity Analytics
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Dashboard. More info

Segment:

Segments are 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. More info

Session:

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. More info

Sessions per User:

The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per DAU(Daily Active Users) The number of different players who started a session on a given day. DAU includes both new and returning players. More info
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. More info

Standard event:

Standard events are application-specific events that you dispatch in response to important player actions or milestones. Standard eventsStandard events are application-specific events that you dispatch in response to important player actions or milestones. Standard events have standardized names and defined parameter lists. More info
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have standardized names and defined parameter lists. More info

Sticky Factor:

An estimate of how compelling a game is to its players. A high “sticky factorAn estimate of how compelling a game is to its players. A high ”sticky factor“ means that players stick with an app over time. More info
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” means that players stick with an app over time. More info

Total Daily Playing Time:

The cumulative playing time of all people playing on a given day. More info

Total Daily Playing Time per Active User:

The average playing time of people playing on a given day. More info

Total IAP Revenue:

The total IAP revenueThe total IAP revenue, including revenue from both verified and unverified transactions. More info
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, including revenue from both verified and unverified transactions. More info

Total Sessions Today:

The total number of sessions by all people playing on a given day. Also known as Total Sessions. More info

Total Verified Revenue:

Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store. More info

Unity Analytics:

A data platform that provides analyticsAbbreviation of Unity Analytics
See in Glossary
for your Unity game. More info

Unity IAP:

Abbreviation of Unity In App PurchaseRevenue from “micro-transactions” within a game. More info
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Universal Windows Platform:

An IAP feature that supports Microsoft’s In App PurchaseRevenue from “micro-transactions” within a game. More info
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simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info

Unknown Gender:

Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.) More info

Unverified IAP Revenue:

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. More info

Verified IAP Revenue:

Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store. More info

Verified Paying Users:

Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store. More info

Whales:

Players who have spent at least $20 in their lifetime. More info

Animation terms

1D Blend Tree:

A Blend Tree for 1D blending, which blends motion according to a single Animation Parameter. More info

2D Blend Tree:

A Blend Tree for 2D blending, which blends motion according to two Animation ParametersUsed to communicate between scripting and the Animator Controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. More info
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. More info

3D Object:

A 3D GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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such as a cube, terrainThe 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. More info
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or ragdoll. More info

Animation Blend Shape:

Enables you to make an object change its form by blending between two separate meshes. More info

Animation Blend Tree:

Used for continuous blending between similar Animation ClipsAnimation 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”. More info
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based on float Animation ParametersUsed to communicate between scripting and the Animator Controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. More info
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. More info

Animation Clip:

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”. More info

Animation Clip Node:

A node in a Blend Tree graph that contains an animation clipAnimation 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”. More info
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, such as a run or walk animation. More info

animation compression:

The method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
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is a trade off between saving on memory and image quality. More info

Animation Curves:

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 systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
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to show the player’s condensing breath in the cold air. More info

Animation Event:

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. More info

Animation Layer:

An Animation LayerAn Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. More info
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contains an Animation State MachineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
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that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. More info

Animation Parameters:

Used to communicate between scripting and the Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation ClipsAnimation 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”. More info
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and can be sampled using the scripting API. More info

Animation State Machine:

A graph within an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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that controls the interaction of Animation States. Each state references an Animation Blend TreeUsed for continuous blending between similar Animation Clips based on float Animation Parameters. More info
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or a single Animation ClipAnimation 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”. More info
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. More info

Animation Transition:

Allows a state machineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
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to switch or blend from one animation state to another. Transitions define how long a blend between states should take, and the conditions that activate them. More info

Animator Component:

A component on a model that animates that model using the Animation system. The component has a reference to an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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asset that controls the animation. More info

Animator Controller:

Controls animation through Animation LayersAn Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. More info
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with Animation State MachinesA graph within an Animator Controller that controls the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip. More info
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and Animation Blend TreesUsed for continuous blending between similar Animation Clips based on float Animation Parameters. More info
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, controlled by Animation ParametersUsed to communicate between scripting and the Animator Controller. Some parameters can be set in scripting and used by the controller, while other parameters are based on Custom Curves in Animation Clips and can be sampled using the scripting API. More info
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. The same Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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can be referenced by multiple models with Animator componentsA component on a model that animates that model using the Animation system. The component has a reference to an Animator Controller asset that controls the animation. More info
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. More info

Animator Override Controller:

Allows you to create multiple variants of an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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, with each variant using a different set of animations, while retaining the original Controller’s structure, parameters and logic. More info

Animator Window:

The window where the Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
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is visualized and edited. More info

Avatar:

An interface for retargetingApplying animations created for one model to another. More info
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animation from one rig to another. More info

Avatar Mask:

A specification for which body parts to include or exclude for an animation rig. Used in Animation LayersAn Animation Layer contains an Animation State Machine that controls animations of a model or part of it. An example of this is if you have a full-body layer for walking or jumping and a higher layer for upper-body motions such as throwing an object or shooting. The higher layers take precedence for the body parts they control. More info
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and in the importer. More info

Bind-pose:

The pose at which the character was modelled.

blend:

Transition from one animation to another animation smoothly and seamlessly, such as blending a character’s walking and running animations according to the character’s speed.

Blend Node:

A node in a Blend Tree graph that blends animation clipAnimation 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”. More info
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nodes. More info

Body Transform:

The mass center of the character. It is used in for animation retargetingApplying animations created for one model to another. More info
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and provides the most stable displacement model. More info

Direct Blend Tree:

A Blend Tree that allows you to map animator parameters directly to the weight of a Blend Tree child. This is useful when you want to have exact control over the animations that are being blended rather than blend them indirectly using one or two parameters (in the case of 1D and 2D blend trees). More info

forward kinematics:

A method of posing a skeleton for animation by rotating the jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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angles to predetermined values. The position of a child joint changes according to the rotation of its parent and so the end point of a chain of jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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can be determined from the angles and relative positions of the individual joints it contains.

Human template:

A pre-defined bone-mapping. Used for matching bones from FBX files to the AvatarAn interface for retargeting animation from one rig to another. More info
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. More info

Humanoid animation:

An animation using humanoid skeletons. Humanoid models generally have the same basic structure, representing the major articulate parts of the body, head and limbs. This makes it easy to map animations from one humanoid skeleton to another, allowing retargetingApplying animations created for one model to another. More info
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and inverse kinematicsThe geometry that describes the position and orientation of a character’s joints and bodies. Used by inverse kinematics to control character movement.
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. More info

inverse kinematics (IK):

The automatic calculation of jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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angles (eg. the shoulder and elbow joint of an arm) so that the end point (eg. the hand) reaches a desired point in space. In contrast to Forward KinematicsA method of posing a skeleton for animation by rotating the joint angles to predetermined values. The position of a child joint changes according to the rotation of its parent and so the end point of a chain of joints can be determined from the angles and relative positions of the individual joints it contains.
See in Glossary
More info

keyframe:

A frame that marks the start or end point of a transition in an animation. Frames in between the keyframesA frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens.
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are called inbetweens.

Keyframe Reduction:

A process that removes redundant keyframesA frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens.
See in Glossary
. More info

kinematics:

The geometry that describes the position and orientation of a character’s jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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and bodies. Used by inverse kinematicsThe geometry that describes the position and orientation of a character’s joints and bodies. Used by inverse kinematics to control character movement.
See in Glossary
to control character movement.

Loop Pose:

An animation clipAnimation 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”. More info
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setting that blends the end and start of an animation to create a seamless join. More info

Muscle definition:

This allows you to have more intuitive control over the character’s skeleton. When an AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary
is in place, the Animation system works in muscle space, which is more intuitive than bone space. More info

Ping Pong:

To repeatedly play an animation to the end, then in reverse back to the beginning, in a loop.

Playable Graph:

An API for controlling PlayablesAn API that provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data sources in a tree-like structure known as the PlayableGraph. More info
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. Playable GraphsAn API for controlling Playables. Playable Graphs allow you to create, connect and destroy playables. More info
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allow you to create, connect and destroy playablesAn API that provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data sources in a tree-like structure known as the PlayableGraph. More info
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. More info

Playables:

An API that provides a way to create tools, effects or other gameplay mechanisms by organizing and evaluating data sources in a tree-like structure known as the PlayableGraph. More info

Retargeting:

Applying animations created for one model to another. More info

Rigging:

The process of building a skeleton hierarchy of jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
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for your meshThe 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. More info
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. Performed with an external tool, such as Blender or Autodesk Maya. More info

Root Motion:

Motion of character’s root nodeA transform in an animation hierarchy that allows Unity to establish consistency between Animation clips for a generic model. It also enables Unity to properly blend between Animations that have not been authored “in place” (that is, where the whole Model moves its world position while animating). More info
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, whether it’s controlled by the animation itself or externally. More info

Root node:

A transform in an animation hierarchy that allows Unity to establish consistency between Animation clipsAnimation 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”. More info
See in Glossary
for a generic model. It also enables Unity to properly blend between Animations that have not been authored “in place” (that is, where the whole Model moves its world position while animating). More info

Root Transform:

The Transform at the top of a hierarchy of Transforms. In a PrefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
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, the Root TransformThe Transform at the top of a hierarchy of Transforms. In a Prefab, the Root Transform is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the GameObject to make it move. More info
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is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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to make it move. More info

Scene:

A SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info

Skinning:

The process of binding bone jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
to the vertices of a character’s meshThe 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. More info
See in Glossary
or ‘skin’. Performed with an external tool, such as Blender or Autodesk Maya. More info

State Machine:

The set of states in an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary
that a character or animated GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info

State Machine Behaviour:

A script that attaches to a state within a state machineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary
to control what happens when the state machine enters, exits or remains within a state, such as play sounds as states are entered. More info

T-pose:

The pose in which the character has their arms straight out to the sides, forming a “T”. The required pose for the character to be in, in order to make an AvatarAn interface for retargeting animation from one rig to another. More info
See in Glossary
.

Target matching:

A scripting function that allows you to move characters in such a way that a hand or foot lands in a certain place at a certain time. For example, the character may need to jump across stepping stones or jump and grab an overhead beam. More info

Transition:

The blend from one state to another in a state machineThe set of states in an Animator Controller that a character or animated GameObject can be in, along with a set of transitions between those states and a variable to remember the current state. The states available will depend on the type of gameplay, but typical states include things like idling, walking, running and jumping. More info
See in Glossary
, such as transitioning a character from a walk to a jog animation. Transitions define how long the blend between states should take, and the conditions that activate the blend. More info

Translate DoF:

The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.

Asset terms

Asset:

Any media or data that can be used in your game or Project. An Asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. You can also create some Asset types in Unity, such as an Animator ControllerControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
See in Glossary
, an Audio Mixer or a Render TextureA 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. More info
See in Glossary
. More info

Asset package:

A collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packagesA collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packages are a handy way of sharing and re-using Unity Projects and collections of Assets. More info
See in Glossary
are a handy way of sharing and re-using Unity Projects and collections of Assets. More info

Asset Server:

Legacy - An Asset and version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary
system with a graphical user interface integrated into Unity. Enables team members to work together on a Project on different computers. More info

Asset Store:

A growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole Project examples, tutorials and Editor extensions. More info

Billboard Asset:

An asset that is a collection of pre-rendered images of a more complicated MeshThe 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. More info
See in Glossary
intended for use with the BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. More info
See in Glossary
Renderer, in order to render an object at some distance from a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
at a lower level of detailThe Level Of Detail (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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary
(LOD) to save on renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
time. More info

Billboard Renderer:

Renders BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. More info
See in Glossary
Assets, either from a pre-made Asset (exported from SpeedTree) or from a custom-created file that you create using a script at runtime or from a custom editor, for example. More info

Cache Server:

A standalone app that you can run on your local computer that stores the imported Asset data to reduce the time it takes to import Assets. More info

Model:

A 3D model representation of an object, such as a character, a building, or a piece of furniture. More info

Model file:

A file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. More info

Package:

A container that stores various types of features and Assets for Unity, including Editor or Runtime tools and libraries, Asset collections, and Project templates. Packages are self-contained units that the Unity Package Manager can share across Unity Projects. Most of the time these are called packages, but occasionally they are called Unity Package Manager (UPM) packages. More info

Prefab:

An asset type that allows you to store a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
complete with components and properties. The prefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary
acts as a template from which you can create new object instances in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Unity unit:

The unit size used in Unity Projects. By default, 1 Unity unitThe unit size used in Unity Projects. By default, 1 Unity unit is 1 meter. To use a different scale, set the Scale Factor in the Import Settings when importing Assets.
See in Glossary
is 1 meter. To use a different scale, set the Scale Factor in the Import Settings when importing Assets.

UPM package:

A PackageA container that stores various types of features and Assets for Unity, including Editor or Runtime tools and libraries, Asset collections, and Project templates. Packages are self-contained units that the Unity Package Manager can share across Unity Projects. Most of the time these are called packages, but occasionally they are called Unity Package Manager (UPM) packages. More info
See in Glossary
managed by the Unity Package Manager.

Audio terms

Audio Clip:

A container for audio data in Unity. Unity supports mono, stereo and multichannel audio assets (up to eight channels). Unity can import .aif, .wav, .mp3, and .ogg audio file format, and .xm, .mod, .it, and .s3m tracker module formats. More info

Audio Distortion Filter:

An audio filterAny audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener. More info
See in Glossary
that distorts the sound from an Audio SourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
or sounds reaching the Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. More info
See in Glossary
by simulating the sound of a low quality radio transmission. More info

Audio Effect:

Any effect that can modify the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb. More info

Audio Filter:

Any audio filterAny audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener. More info
See in Glossary
that distorts the sound from an Audio SourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
or sounds reaching the Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. More info
See in Glossary
. More info

Audio High Pass Filter:

An audio filterAny audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener. More info
See in Glossary
that passes high frequencies of an AudioSource and cuts off signals with frequencies lower than the Cutoff Frequency. More info

Audio Listener:

A component that acts like a microphone, receiving sound from Audio SourcesA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
and outputting to the computer speakers. More info

Audio Low Pass Filter:

An audio filterAny audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener. More info
See in Glossary
that passes low frequencies of an Audio SourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
or all sound reaching an Audio ListenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. More info
See in Glossary
while removing frequencies higher than the Cutoff Frequency. More info

Audio Source:

A component which plays back an Audio ClipA container for audio data in Unity. Unity supports mono, stereo and multichannel audio assets (up to eight channels). Unity can import .aif, .wav, .mp3, and .ogg audio file format, and .xm, .mod, .it, and .s3m tracker module formats. More info
See in Glossary
in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
to an audio listenerA component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers. More info
See in Glossary
or through an audio mixer. More info

Audio Spatializer:

A plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
that changes the way audio is transmitted from an audio sourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
into the surrounding space. It takes the source and regulates the gains of the left and right ear contributions based on the distance and angle between the AudioListener and the AudioSource. More info

Distortion Effect:

An audio effectAny effect that can modify the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb. More info
See in Glossary
that modifies the sound by squashing and clipping the waveform to produce a rough, harsh result. More info

Doppler Factor:

An audio setting that allows you to control how much the velocity of an object (relative to the audio listener) affects the pitch of any audio sourcesA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
attached to it. More info

Dry Level:

An audio setting that allows you to set the mix level of unprocessed signal in output in mB.

Dry Mix:

An audio setting that allows you to set the volume of the original signal to pass to output.

Play On Awake:

Set this to true to make an Audio SourceA component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer. More info
See in Glossary
start playing on awake More info

Core terms

build:

The process of compiling your Project into a format that is ready to run on a specific platform or platforms. More info

Managed plug-in:

A managed .NET assembly that is created with tools like Visual Studio for use in Unity. More info

Native plug-in:

A platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More info

Perforce:

A version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary
system for file change management. More info

Development Build:

A development buildA development build includes debug symbols and enables the Profiler. More info
See in Glossary
includes debug symbols and enables the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary
. More info

Editor terms

Anchor:

A UI(User Interface) Allows a user to interact with your application. More info
See in Glossary
layout tool that fixes a UI element to a parent element. Anchors are shown as four small triangular handles in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
and anchor information is also shown in the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary
. More info

Console window:

A Unity Editor window that shows errors, warnings and other messages generated by Unity, or your own scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
. More info

Flythrough mode:

A Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
navigation mode that allows you to fly around the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
in first-person, similar to how you would navigate in many games. More info

Input Manager:

Settings where you can define all the different input axes, buttons and controls for your Project. More info

Inspector:

A Unity window that displays information about the currently selected GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
, Asset or Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your Project behave. More info
See in Glossary
, alowing you to inspect and edit the values. More info

Player Settings:

Settings that let you set various player-specific options for the final game built by Unity. More info

Project View:

A view that shows the contents of your Assets folder (Project tab) More info

Property Drawer:

A Unity feature that allows you to customize the look of certain controls in the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary
window by using attributes on your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
, or by controlling how a specific Serializable class should look More info

Scene View:

An interactive view into the world you are creating. You use the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
to select and position scenery, characters, camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
, lights, and all other types of Game Object. More info

Time Manager:

A Unity Settings Manager that lets you set a number of properties that control timing within your game. More info

zoom:

A cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
control that lets you scale the view on your screen. To zoom a camera in the Unity Editor, press Alt + right click and drag. More info

General terms

Animation Key:

The value of an animatable property, set at a specific point in time. Setting at least two keys for the same property creates an animation. More info

Billboard:

A textured 2D objectA 2D GameObject such as a tilemap or sprite. More info
See in Glossary
that rotates as it, or the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
, moves so that it always faces the Camera. More info

Billboarding:

The process of constantly altering the 2D objectA 2D GameObject such as a tilemap or sprite. More info
See in Glossary
’s rotation so that it always faces the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. BillboardingThe process of constantly altering the 2D object’s rotation so that it always faces the Camera. Billboarding is often used as a level-of-detail method for objects far away from the Camera. More info
See in Glossary
is often used as a level-of-detail method for objects far away from the Camera. More info

category:

A ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary
category identifies the workload data for a Unity subsystem (for example, Rendering, Scripting and Animation categories). Unity applies colour-coding to categories to help visually distinguish the types of data in the Profiler window. More info

compression:

A method of storing data that reduces the amount of storage space it requires. See Texture Compression3D Graphics hardware requires Textures to be compressed in specialised formats which are optimized for fast Texture sampling. More info
See in Glossary
, Animation CompressionThe method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality. More info
See in Glossary
, Audio Compression, Build Compression.

console:

Abbreviation of game consoleA device that runs and displays video games.
See in Glossary

Deferred shading:

A rendering pathThe technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info
See in Glossary
in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
. All Lights are evaluated per-pixel, which means that they all interact correctly with normal mapsA 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. More info
See in Glossary
and so on. Additionally, all Lights can have cookies and shadows. More info

Extrapolate:

See ExtrapolationThe process of storing the last few known values and using them to predict future values. Used in animation, physics and multiplayer.
See in Glossary

Extrapolation:

The process of storing the last few known values and using them to predict future values. Used in animation, physics and multiplayer.

first person shooter:

A common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs.

FBX:

Autodesk’s proprietary format that Unity uses to import and export Models, animation, and more. More info

FPS:

See first person shooterA common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs.
See in Glossary
, frames per secondThe frequency at which consecutive frames are displayed in a running game. More info
See in Glossary
.

game console:

A device that runs and displays video games.

game controller:

A device to control objects and characters in a game.

GameObject:

The fundamental object in Unity scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
, which can represent characters, props, scenery, camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
, waypoints, and more. A GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
’s functionality is defined by the Components attached to it. More info

Ignore file:

A special file used in many Version ControlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary
Systems which specifies files to be excluded from being placed under version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary
. In Unity Projects there are a number of files which chould be excluded from version control, and using an Ignore File is the best way to achieve this. More info

Input Key:

A key on a keyboard relating to the Input class. More info

Interpolate:

See InterpolationThe process of calculating values in-between two defined values. Used in animation (between keyframes), physics (between physics time-steps), and multiplayer (between network updates)
See in Glossary

Interpolation:

The process of calculating values in-between two defined values. Used in animation (between keyframes), physics (between physics time-steps), and multiplayer (between network updates)

Joy Num:

An Input ManagerSettings where you can define all the different input axes, buttons and controls for your Project. More info
See in Glossary
property that defines which joystick will be used. More info

Layer Mask:

A value defining which layers to include or exclude from an operation, such as renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
, collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
or your own code. More info

marker:

A Unity ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary
API structure that describes a CPU or GPU event, such as a button click. Each event marker appears as a vertical lines or label in the Profiler window. More info

Mask:

Can refer to a Sprite MaskA texture which defines which areas of an underlying image to reveal or hide. More info
See in Glossary
, a UI MaskA visual component that lets you restrict images from view to only a small section of an image. For instance, you can apply a Mask to a Panel UI element to block all child images from view. More info
See in Glossary
, or a Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary
More info

Object:

See GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
.

Packages:

Packages are collections of Assets to be shared and re-used in Unity. The Unity Package Manager (UPM) can display, add, and remove packages from your Project. These packages are native to the Unity Package Manager and provide a fundamental method of delivering Unity functionality. However, the Unity Package Manager can also display Asset packagesA collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packages are a handy way of sharing and re-using Unity Projects and collections of Assets. More info
See in Glossary
that you downloaded from the Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole Project examples, tutorials and Editor extensions. More info
See in Glossary
. More info

Parent:

An object that contains child objects in a hierarchy. When a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
is a Parent of another GameObject, the Child GameObject will move, rotate, and scale exactly as its Parent does. You can think of parenting as being like the relationship between your arms and your body; whenever your body moves, your arms also move along with it. More info

Profiler:

A window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
, animating or in your game logic. More info

Project:

In Unity, you use a Project to design and develop a game. A Project stores all of the files that are related to a game, such as the Asset and SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
files. More info

Project Settings:

A broad collection of settings which allow you to configure how Physics, Audio, NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
, Graphics, Input and many other areas of your Project behave. More info

Plug-in:

A set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
you can use in Unity: Managed plug-insA managed .NET assembly that is created with tools like Visual Studio for use in Unity. More info
See in Glossary
(managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info

Sprite Mask:

A texture which defines which areas of an underlying image to reveal or hide. More info

Transform Component:

A Transform componentA Transform component determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform. More info
See in Glossary
determines the Position, Rotation, and Scale of each object in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. Every GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
has a Transform. More info

Tree:

A GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
and associated Component that allows you to add tree Assets to your SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. You can add branch levels and leaves to trees in the Tree InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary
window. More info

Velocity:

A vector that defines the speed and direction of motion of a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary

VSync:

Vertical synchronization (VSync) is a display setting that caps a game’s frame rate to match the refresh rate of a monitor, to prevent image tearing. More info

Version Control:

A system for managing file changes. You can use Unity in conjunction with most common version controlA system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM. More info
See in Glossary
tools, including PerforceA version control system for file change management. More info
See in Glossary
, Git, Mercurial and PlasticSCM. More info

Viewport:

The user’s visible area of an app on their screen.

World:

The area in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
in which all objects reside. Often used to specify that coordinates are world-relative, as opposed to object-relative.

Graphics terms

Ambient light:

Light that doesn’t come from any specific direction, and contributes equal light in all directions to the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Ambient occlusion:

A method to approximate how much ambient lightLight that doesn’t come from any specific direction, and contributes equal light in all directions to the Scene. More info
See in Glossary
(light not coming from a specific direction) can hit a point on a surface.

Aniso Level:

The anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info

Antialiasing:

A technique for decreasing artifacts, like jagged lines (jaggies), in images to make them appear smoother. More info

Aspect Ratio:

The relationship of an image’s proportional dimensions, such as its width and height.

ASTC:

Adaptive Scalable Texture CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary
(ASTC) A block-based texture formatA file format for handling textures during realtime rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary
that compresses textures to significantly reduce file sizes without cau sing a noticable reduction in image quality. More info

ATC:

AMD’s texture compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary
format for handheld devices to save on power, memory and bandwidth

Baked Lights:

Light components whose Mode property is set to Baked. Unity pre-calculates the illumination from Baked LightsLight components whose Mode property is set to Baked. Unity pre-calculates the illumination from Baked Lights before runtime, and does not include them in any runtime lighting calculations. More info
See in Glossary
before runtime, and does not include them in any runtime lighting calculations. More info

blit:

A shorthand term for “bit block transfer”. A blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary
operation is the process of transferring blocks of data from one place in memory to another.

Bloom:

A post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
effect used to reproduce an imaging artifact of real-world camerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. The effect produces fringes of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
or eye capturing the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
.

Bounds:

The coordinates that define the bounding volumeA closed shape representing the edges and faces of a collider or trigger. More info
See in Glossary
. Bounds are pre-calculated on import from the MeshThe 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. More info
See in Glossary
and animations in the model fileA file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures. More info
See in Glossary
, and are displayed as a wireframe around the model in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
.

Branch Group:

A tree node that generates branches and fronds. Its properties appear when you have selected a branch or leaf node. More info

Bump map:

An image texture used to represent geometric detail across the surface of a meshThe 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. More info
See in Glossary
, for example bumps and grooves. Can be represented as a heightmapA greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
See in Glossary
or a normal mapA 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. More info
See in Glossary
. More info

Camera:

A component which creates an image of a particular viewpoint in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. The output is either drawn to the screen or captured as a texture. More info

CGPROGRAM:

A block of shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
code for controlling shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
using NVIDIA’s Cg (C for graphics) programming language. More info

clipping plane:

A plane that limits how far or close a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
can see from its current position. A camera’s viewable range is between the far and near clipping planesA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info
See in Glossary
. See far clipping planeA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info
See in Glossary
and near clipping plane. More info

Color Animation:

Any color property of a component can be animated. Also particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
colors can be animated using the “Color over lifetime” module.

component:

A functional part of a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary
that inherit from MonoBehaviour. More info

Content:

The objects being rendered in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Context:

The lighting that exists in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
which affects the object being lit. More info

Cubemap:

A collection of six square textures that can represent the reflections in an environment or the skyboxA special type of Material used to represent skies. Usually six-sided. More info
See in Glossary
drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info

Culling Mask:

Allows you to includes or omit objects to be rendered by a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
, by Layer.

depth buffer:

A memory store that holds the z-value depth of each pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
in an image, where the z-value is the depth for each rendered pixel from the projection plane. More info

Depth of Field:

A post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
effect that simulates the focus properties of a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
lens. More info

Diffuse shader:

A old type of shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
used in earlier versions of Unity. Replaced by the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
See in Glossary
from Unity 5 onwards. More info

Distance Shadowmask:

A version of the ShadowmaskA Texture that shares the same UV layout and resolution with its corresponding lightmap. More info
See in Glossary
lighting mode that includes high quality shadows cast from static GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
onto dynamic GameObjects. More info

Dynamic Batching:

An automatic Unity process which attempts to render multiple meshes as if they were a single meshThe 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. More info
See in Glossary
for optimized graphics performance. The technique transforms all of the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
vertices on the CPU and groups many similar vertices together. More info

dynamic resolution:

A CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. More info

Enlighten:

A lighting system by Geomerics used in Unity for lightmapping and for Realtime Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination (deprecated).
See in Glossary
. More info

ETC:

(Ericsson Texture Compression) A block-based texture formatA file format for handling textures during realtime rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary
that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. More info

Exponential fog:

A fog model that emulates realistic fog behaviour by simulating light absorption over distance by a certain attenuation factor.

Exposure value:

A value that represents a combination of a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
’s shutter speed and f-number. It is essentially a measurement of exposure such that all combinations of shutter speed and f-number that yield the same level of exposure have the same EV.

Extrude Edges:

A Texture property that enables you to define how much area to leave around a spriteA 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. More info
See in Glossary
in a generated meshThe 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. More info
See in Glossary
.

Far clipping plane:

The maximum draw distance for a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. Geometry beyond the plane defined by this value is not rendered. The plane is perpendicular to the camera’s forward (Z) direction.

Flare:

The source asset used by Lens FlareA 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. More info
See in Glossary
Components. The Flare itself is a combination of a texture file and specific information that determines how the Flare behaves. More info

Flare Fade Speed:

A Lighting window property that allows you to set the time (in seconds) over which lens flaresA 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. More info
See in Glossary
fade from view after initially appearing. More info

Flare Layer:

A component that you can attach to CamerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
to make Lens FlaresA 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. More info
See in Glossary
appear in the image. By default, a Flare LayerA component that you can attach to Cameras to make Lens Flares appear in the image. By default, a Flare Layer is already attached to a Camera.
See in Glossary
is already attached to a CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
.

Flare Texture:

A texture containing images used by a Flare asset. It must be arranged according to one of the TextureLayout options.

Fog:

A post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
effect that overlays a color onto objects depending on the distance from the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. Use this to simulate fog or mist in outdoor environments, or to hide clipping of objects near the camera’s far clip plane. More info

Forward Rendering:

A rendering pathThe technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info
See in Glossary
that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward RenderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
See in Glossary
, depending on their settings and intensity. More info

fragment shader:

The “per-pixel” part of shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
code, performed every pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
that an object occupies on-screen. The fragment shaderThe “per-pixel” part of shader code, performed every pixel that an object occupies on-screen. The fragment shader part is usually used to calculate and output the color of each pixel. More info
See in Glossary
part is usually used to calculate and output the color of each pixel. More info

frame:

A single image from a sequence of images that represent moving graphics. While you game is running, the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
in your game renders frames to the screen as fast as possible. May also refer to a frame from a video clip, or spriteA 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. More info
See in Glossary
animation frames. See frames per secondThe frequency at which consecutive frames are displayed in a running game. More info
See in Glossary
(FPS).

frames per second:

The frequency at which consecutive frames are displayed in a running game. More info

Fresnel Effect:

An effect representing the increase in reflectivity on objects when light hits at grazing angles. In Unity, the Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
See in Glossary
handles this indirectly, depending on a material’s smoothness. Smooth surfaces have a stronger Fresnel, totally rough surfaces have no Fresnel. More info

Frustum:

The region of 3D space that a perspective cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
can see and render. In the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
, the frustum is represented by a truncated rectangular pyramid with its top at the camera__’s near clipping plane__A plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info
See in Glossary
and its base at the camera__’s far clipping plane__. More info

GI Cache:

The cached intermediate files used when Unity precomputes lighting data. Unity keeps this cache to speed up computation. More info

Gizmo:

A graphic overlay associated with a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
in a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
, and displayed in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary
. Built-in sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
tools such as the move tool are GizmosA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info
See in Glossary
, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
are selected. More info

global illumination:

A group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination (deprecated).
See in Glossary
systems that combine direct and indirect lighting.: Baked Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. Unity has two global illumination systems that combine direct and indirect lighting.: Baked Global Illumination, and Realtime Global Illumination (deprecated).
See in Glossary
, and Realtime Global Illumination (deprecated).

Gravity Modifier:

A Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
property that scales the gravity value set in the physics manager. A value of zero switches gravity off. More info

Group Seed:

A tree property that varies the procedural generation of branch and leaf groups. More info

Growth Angle:

A tree property that sets the initial angle of branch or leaf group growth relative to the parent. More info

Growth Scale:

A tree property that sets the scale of branch and leaf group nodes along the parent node. More info

Halo:

The glowing light areas around light sources, used to give the impression of small dust particles in the air. More info

Hard Shadows:

A shadow property that produces shadows with a sharp edge. Hard shadows are not particularly realistic compared to Soft Shadows but they involve less processing, and are acceptable for many purposes.

HDR:

high dymanic range

HDRI:

high dynamic range image

Heightmap:

A greyscale Texture that stores height data for an object. Each pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
stores the height difference perpendicular to the face that pixel represents.

Irradiance Budget:

A lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
property that determines the precision of the incoming light data used to light each texel in the lightmap More info

Irradiance Quality:

A lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel. More info

Layer:

Layers in Unity can be used to selectively opt groups of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
in or out of certain processes or calculations. This includes cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
, lighting, physics collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
, or custom calculations in your own code. More info

Lens Dirt:

A Bloom effect property that applies a fullscreen layer of smudges or dust to diffract the Bloom effect. This is commonly used in modern first person shootersA common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs.
See in Glossary
. More info

Lens Flare:

A component that simulates the effect of lights refracting inside a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
lens. Use a Lens FlareA 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. More info
See in Glossary
to represent very bright lights or add atmosphere to your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

level of detail:

The Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
when its distance from the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
increases. Each LODThe Level Of Detail (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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary
level has either a MeshThe 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. More info
See in Glossary
with a Mesh RendererA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
See in Glossary
component (Mesh LOD level) or a Billboard AssetAn asset that is a collection of pre-rendered images of a more complicated Mesh intended for use with the Billboard Renderer, in order to render an object at some distance from a Camera at a lower level of detail (LOD) to save on rendering time. More info
See in Glossary
with a Billboard RendererRenders Billboard Assets, either from a pre-made Asset (exported from SpeedTree) or from a custom-created file that you create using a script at runtime or from a custom editor, for example. More info
See in Glossary
component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional BillboardA textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera. More info
See in Glossary
LOD level to represent the same GameObject with decreasing detail in the geometry. More info

Light Mode:

A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed. More info

Light Probe:

Light probes store information about how light passes through space in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. A collection of light probesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary
arranged within a given space can improve lighting on moving objects and static LODThe Level Of Detail (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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary
scenery within that space. More info

Light Probe Group:

A component that enables you to add Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary
to GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Light Probe Proxy Volume:

A component that allows you to use more lighting information for large dynamic GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
that cannot use baked lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
(for example, large Particle Systems or skinned Meshes). More info

Lightmap:

A pre-rendered texture that contains the effects of light sources on static objects in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. LightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
are overlaid on top of scene geometry to create the effect of lighting. More info

Lightmapper:

A tool in Unity that bakes lightmapsA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
according to the arrangement of lights and geometry in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Line Renderer:

A component that takes an array of two or more points in 3D space and draws a straight line between each one. You can use a single Line RendererA component that takes an array of two or more points in 3D space and draws a straight line between each one. You can use a single Line Renderer component to draw anything from a simple straight line to a complex spiral. More info
See in Glossary
component to draw anything from a simple straight line to a complex spiral. More info

LOD:

See level of detailThe Level Of Detail (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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary

LOD Group:

A component to manage level of detailThe Level Of Detail (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. Each LOD level has either a Mesh with a Mesh Renderer component (Mesh LOD level) or a Billboard Asset with a Billboard Renderer component (Billboard LOD level). Typically a single GameObject has three or four Mesh LOD levels and one optional Billboard LOD level to represent the same GameObject with decreasing detail in the geometry. More info
See in Glossary
(LOD) for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
. More info

Material:

An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
the Material is using. More info

Mesh:

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. More info

Mesh Filter:

A meshThe 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. More info
See in Glossary
component that takes a mesh from your assets and passes it to the MeshThe 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. More info
See in Glossary
Renderer for renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
on the screen. More info

Mesh Renderer:

A meshThe 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. More info
See in Glossary
component that takes the geometry from the Mesh FilterA mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen. More info
See in Glossary
and renders it at the position defined by the object’s Transform componentA Transform component determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform. More info
See in Glossary
. More info

Motion Blur:

A common post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary
effect that simulates the blurring of an image when objects filmed by a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
are moving faster than the camera’s exposure time. More info

Near clipping plane:

A plane that limits how close a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
can see from its current position. The plane is perpendicular to the camera’s forward (Z) direction. More info

Normal:

The direction perpendicular to the surface of a meshThe 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. More info
See in Glossary
, represented by a Vector. Unity uses normals to determine object orientation and apply shading. More info

Normal map:

A type of Bump MapAn image texture used to represent geometric detail across the surface of a mesh, for example bumps and grooves. Can be represented as a heightmap or a normal map. More info
See in Glossary
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. More info

occlusion culling:

A Unity feature that disables renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
of objects when they are not currently seen by the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
because they are obscured (occluded) by other objects. More info

Occlusion Portal:

An occlusion primitive that acts as an occluder, but can be switched on or off. Commonly used to represent opaque doors in games. More info

OpenGL Core:

The back-end Unity uses to support the latest OpenGL features on Windows, MacOS X and Linux. More info

Orthographic 3D:

A common type of cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
view used in games that give you a bird’s-eye view of the action, and is sometimes called “2.5D”. More info

particle:

A small, simple image or meshThe 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. More info
See in Glossary
that is emitted by a particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. More info

particle system:

A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Physically Based Shading:

An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality. More info

pixel:

The smallest unit in a computer image. PixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
size depends on your screen resolution. Pixel lighting is calculated at every screen pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
. More info

Player Log:

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. Log files can help diagnose problems. More info

post-processing:

A process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess

pseudo-depth:

A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called “2.5D”. More info

PVRTC:

PowerVR Texture CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary
(PVRTC) is a fixed-rate texture formatA file format for handling textures during realtime rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary
that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. More info

Quad:

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. More info

Quaternion:

Unity’s standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the QuaternionUnity’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. More info
See in Glossary
class and its methods. More info

Rasterization:

The process of generating an image by calculating pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
for each polygon or triangle in all the geometry. This is an alternative to ray tracingThe 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. raytracing
See in Glossary
.

Ray tracing:

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. raytracing

Realtime Lights:

Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime LightsLight 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. More info
See in Glossary
every frame at runtime. No Realtime Lights are precomputed. More info

Reflection Probe:

A renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
component that captures a spherical view of its surroundings in all directions, rather like a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
. The captured image is then stored as a CubemapA collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). More info
See in Glossary
that can be used by objects with reflective materials. More info

Render Texture:

A special type of Texture that is created and updated at runtime. To use them, first create a new Render TextureA 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. More info
See in Glossary
and designate one of your CamerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info

Rendering:

The process of drawing graphics to the screen (or to a render texture). By default, the main cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
in Unity renders its view to the screen. More info

Rendering Mode:

A Standard ShaderA built-in shader for rendering real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info
See in Glossary
Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use. More info

Rendering Path:

The technique Unity uses to render graphics. Choosing a different path affects the performance of your game, and how lighting and shading are calculated. Some paths are more suited to different platforms and hardware than others. More info

Ribbon:

A particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
property that connects particles together to create a ribbon effect. More info

Shader:

A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
rendered, based on the lighting input and the Material configuration. More info

Shader keyword:

A word that identifies a ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
feature. When you enable a Shader keyword, Unity enables the feature. At compilation time, Unity uses keywords to include the relevant Shader feature code in a Shader Variant, which it then executes at run time. More info

Shader Variant:

An internal version of the ShaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
that Unity generates according to the specific combination of Shader keywords and their status. If you add more keywords to the Shader, you increase the number of possible combinations, which results in more Shader Variants. More info

ShaderLab:

Unity’s declarative language for writing shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
. More info

Shadowmask:

A Texture that shares the same UV layout and resolution with its corresponding lightmapA pre-rendered texture that contains the effects of light sources on static objects in the scene. Lightmaps are overlaid on top of scene geometry to create the effect of lighting. More info
See in Glossary
. More info

Skybox:

A special type of Material used to represent skies. Usually six-sided. More info

Soft Shadows:

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.

Sorting Fudge:

A Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
property that sets the bias of the particle systemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
sort ordering. Lower values increase the relative chance that particle systemsA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
are drawn over other transparent GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
, including other particle systems. More info

Spatial Mapping:

The process of mapping real-world surfaces into the virtual world.

specular color:

The color of a specular highlight.

specular highlight

A bright spot of light that appears on the surface of shiny objects when illuminated.

Sprite:

A 2D graphic objects. If you are used to working in 3D, SpritesA 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. More info
See in Glossary
are essentially just standard textures but there are special techniques for combining and managing spriteA 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. More info
See in Glossary
textures for efficiency and convenience during development. More info

Sprite Packer:

A facility that packs graphics from several spriteA 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. More info
See in Glossary
textures tightly together within a single texture known as an atlas. Unity provides a Sprite PackerA facility that packs graphics from several sprite textures tightly together within a single texture known as an atlas. Unity provides a Sprite Packer utility to automate the process of generating atlases from the individual sprite textures. More info
See in Glossary
utility to automate the process of generating atlases from the individual sprite textures. More info

Sprite Renderer:

A component that lets you display images as SpritesA 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. More info
See in Glossary
for use in both 2D and 3D scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. More info

Standard Shader:

A built-in shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
for renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
real-world objects such as stone, wood, glass, plastic and metal. Supports a wide range of shader types and combinations. More info

Static Batching:

A technique Unity uses to draw GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way. More info

Static receiver:

A static GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
that is receiving a shadow from another static or dynamic GameObject More info

stencil buffer:

A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil bufferA 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. More info
See in Glossary
to flag pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
, and then only render to pixels that pass the stencil operation. More info

subshader:

Each shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
in Unity consists of a list of subshadersEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. More info
See in Glossary
. When Unity has to display a meshThe 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. More info
See in Glossary
, it will find the shader to use, and pick the first subshaderEach shader in Unity consists of a list of subshaders. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. More info
See in Glossary
that runs on the user’s graphics card. More info

surface shader:

Unity’s code generation approach that makes it much easier to write lit shadersA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
than using low level vertex/pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary
programs. More info

Terrain:

The landscape in your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. A TerrainThe 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. More info
See in Glossary
GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
adds a large flat plane to your scene and you can use the Terrain’s InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary
window to create a detailed landscape. More info

Text Mesh:

A MeshThe 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. More info
See in Glossary
component that displays a Text string More info

texture:

An image used when renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
, SpriteA 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. More info
See in Glossary
, or UI(User Interface) Allows a user to interact with your application. More info
See in Glossary
element. Textures are often applied to the surface of a meshThe 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. More info
See in Glossary
to give it visual detail. More info

Texture Compression:

3D Graphics hardware requires Textures to be compressed in specialised formats which are optimized for fast Texture sampling. More info

Texture Import Inspector:

An InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary
that allows you to define how your images are imported from your Project’s Assets folder into the Unity Editor. More info

Texture Overrides:

Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
dimensions, and quality of your Textures for each target platform. More info

Tile:

A simple class that allows a spriteA 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. More info
See in Glossary
to be rendered on a TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary
. More info

Tilemap:

A GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
that allows you to quickly create 2D levels using tiles and a grid overlay. More info

Tonemapping:

The process of remapping HDRhigh dymanic range
See in Glossary
values of an image into a range suitable to be displayed on screen. More info

Trail Renderer:

A visual effect that lets you to make trails behind GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
as they move. More info

vector field:

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. More info

vertex shader:

A program that runs on each vertex of a 3D model when the model is being rendered. More info

VideoCapture:

A Unity API that allows you to record videos directly to the file system in the MP4 format. More info

Voxel:

A 3D pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
. More info

WebGL:

A JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary
build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
API to run Unity content in a web browser. More info

wind zone:

A GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
that adds the effect of wind to your terrainThe 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. More info
See in Glossary
. For instance, Trees within a wind zoneA 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 to create natural patterns of movement among the tree. More info
See in Glossary
will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info

Lighting terms

Mixed Lights:

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. The behavior of all Mixed Lights in a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
is determined by the Scene’s Lighting Mode. More info

Multiplayer terms

High Level API:

A system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. More info

HLAPI:

Abbreviation of High Level APIA system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. More info
See in Glossary

Host:

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”. It runs a server and a “local client”, while the other peers each run a “remote client”. More info

Player Object:

A High Level APIA system for building multiplayer capabilities for Unity games. It is built on top of the lower level transport real-time communication layer, and handles many of the common tasks that are required for multiplayer games. More info
See in Glossary
(HPAPI) object that represents the player on the server and has the ability to run commands (which are secure client-to-server remote procedure calls) from the player’s client. More info

netId:

A unique identifier given to an object instance to track it between networked clients and the server. More info

Network Manager:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
component that manages the network state of a Project. More info

NetworkIdentity:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
component that allows you to assign an identity to your GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
for the network to recognise it as a Local Player GameObject or a Server Only GameObject. More info

Networking:

The Unity system that enables multiplayer gaming across a computer network. More info

NetworkManagerHUD:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
component that creates a UI(User Interface) Allows a user to interact with your application. More info
See in Glossary
menu that allows you to control the network state of your game using your Network ManagerA Networking component that manages the network state of a Project. More info
See in Glossary
. More info

NetworkTransform:

A NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info
See in Glossary
component that allows you to synchronise the movements of GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
across the network. More info

Package Manager terms

Built-in package:

Built-in 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. For example, most Projects don’t use the legacy Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary
. By removing the abstracted package of this feature, the related code and resources are not part of the final built product. Typically, these packages contain only the package manifestEach package has a manifest, which provides information about the package to the Package Manager. The manifest contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details. More info
See in Glossary
and are bundled with Unity (rather than available on the package registry).

Bundled package:

Unity stores bundled packages in the global cache when you install Unity. You can install these packages in your Project even if you are completely offline (not currently connected to the internet or a local network).

Default package:

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 packageUnity stores bundled packages in the global cache when you install Unity. You can install these packages in your Project even if you are completely offline (not currently connected to the internet or a local network).
See in Glossary
because you don’t need to install it and it differs from a built-in packageBuilt-in 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. For example, most Projects don’t use the legacy Particle System. By removing the abstracted package of this feature, the related code and resources are not part of the final built product. Typically, these packages contain only the package manifest and are bundled with Unity (rather than available on the package registry).
See in Glossary
because it extends Unity’s features rather than being able to enable or disable them.

Embedded package:

An embedded package is a package that you store under the Packages directory at the root of a Unity Project. This differs from most packages which you download from the package server. More info

Git package:

The Package Manager retrieves Git packagesThe Package Manager retrieves Git packages from a Git repository directly rather than from a package registry. Git packages use a Git URL reference instead of a version, and there’s no guarantee about the package quality, stability, validity, or even whether the version stated in its package.json file respects Semantic Versioning rules with regards to officially published releases of this package. More info
See in Glossary
from a Git repository directly rather than from a package registry. Git packages use a Git URL reference instead of a version, and there’s no guarantee about the package quality, stability, validity, or even whether the version stated in its package.json file respects Semantic Versioning rules with regards to officially published releases of this package. More info

Immutable:

You cannot change the contents of an immutableYou cannot change the contents of an immutable (read-only) package. This is the opposite of mutable. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
See in Glossary
(read-only) package. This is the opposite of mutableYou can change the contents of a mutable package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
See in Glossary
. Most packages are immutable, including packages downloaded from the package registry or by Git URL.

Local package:

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. More info

Manifest:

There are two types of manifest files: Project manifestEach Unity Project has a Project manifest, which acts as an entry point for the Package Manager. This file must be available in the <project>/Packages directory. The Package Manager uses it to configure many things, including a list of dependencies for that Project, as well as any package repository to query for packages. More info
See in Glossary
s and package manifestEach package has a manifest, which provides information about the package to the Package Manager. The manifest contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details. More info
See in Glossary
s.

Mutable:

You can change the contents of a mutableYou can change the contents of a mutable package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
See in Glossary
package. This is the opposite of immutableYou cannot change the contents of an immutable (read-only) package. This is the opposite of mutable. Most packages are immutable, including packages downloaded from the package registry or by Git URL.
See in Glossary
. Only Local packageA 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. More info
See in Glossary
s and Embedded packageAn embedded package is a package that you store under the Packages directory at the root of a Unity Project. This differs from most packages which you download from the package server. More info
See in Glossary
s are mutable.

Package manifest:

Each package has a manifest, which provides information about the package to the Package Manager. The manifest contains information such as the name of the package, its version, a description for users, dependencies on other packages (if any), and other details. More info

Preview package:

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.

Project manifest:

Each Unity Project has a Project manifest, which acts as an entry point for the Package Manager. This file must be available in the <project>/Packages directory. The Package Manager uses it to configure many things, including a list of dependencies for that Project, as well as any package repository to query for packages. More info

Verified package:

When a package passes release cycle testing for a specific version of Unity, it receives the Verified For designation. This means that these packages are guaranteed to work with the designated version of Unity.

Physics terms

Bounding volume:

A closed shape representing the edges and faces of a colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
or trigger. More info

box collider:

A cube-shaped colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component that handles collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
like dice and ice cubes. More info

broad-phase collision detection:

A collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
phase that computes pairs of potentially overlapping objects by judging only their respective bounding volumesA closed shape representing the edges and faces of a collider or trigger. More info
See in Glossary
. More info

capsule collider:

A capsule-shaped colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component that handles collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
like barrels and character limbs. More info

Center of Mass:

Represents the average position of all mass in a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
for the purposes of physics calculations. By default it is computed from all collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
belonging to the rigidbody, but can be modified via script. More info

Character Controller:

A simple, capsule-shaped colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component with specialized features for behaving as a character in a game. Unlike true collider components, a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
is not needed and the momentum effects are not realistic. More info

Character Joint:

An extended ball-socket jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
which allows a joint to be limited on each axis. Mainly used for Ragdoll effects. More info

Cloth:

A component that works with the Skinned MeshThe 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. More info
See in Glossary
Renderer to provide a physics-based solution for simulating fabrics. More info

Collider:

An invisible shape that is used to handle physical collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
for an object. A colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
doesn’t need to be exactly the same shape as the object’s meshThe 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. More info
See in Glossary
- a rough approximation is often more efficient and indistinguishable in gameplay. More info

Collision:

A collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
occurs when the physics engineA system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces. More info
See in Glossary
detects that the collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
of two GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
make contact or overlap, when at least one has a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
component and is in motion. More info

Collision Detection:

An automatic process performed by Unity which determines whether a moving GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
with a rigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
and colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component has come into contact with any other collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
. More info

Configurable Joint:

An extremely customizable jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
that other joint types are derived from. It can be used to create anything from adapted versions of existing jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
to custom designed and highly specialized joints. More info

Constant Force:

A simple component for adding a constant forceA simple component for adding a constant force or torque to game objects with a Rigidbody. More info
See in Glossary
or torque to game objects with a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
. More info

Constraints:

Settings on JointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
components which limit movement or rotation. The type and number of constraints vary depending on the type of Joint. More info

Contact Distance:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
limit property that sets the minimum distance tolerance between the joint position and the limit at which the limit will be enforced. More info

continuous collision detection:

A collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
method that calculates and resolves collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
over the entire physics simulation step. This can prevent fast-moving objects from tunnelling through walls during a simulation step. More info

Damping Ratio:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
setting to control spring oscillation. A higher damping ratioA joint setting to control spring oscillation. A higher damping ratio means the spring will come to rest faster. More info
See in Glossary
means the spring will come to rest faster. More info

discrete collision detection:

A collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
method that calculates and resolves collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
based on the pose of objects at the end of each physics simulation step. More info

Dynamic Friction:

A Physic MaterialA physics asset for adjusting the friction and bouncing effects of colliding objects. More info
See in Glossary
property that defines the friction for a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
when it’s in motion. Lower values mean less friction, so a setting of zero represents slipping on ice. More info

Fixed Joint:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur. More info

Fixed Timestep:

A customizable framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed. More info

High Twist Limit:

The higher limit of a Character JointAn extended ball-socket joint which allows a joint to be limited on each axis. Mainly used for Ragdoll effects. More info
See in Glossary
. More info

Hinge Joint:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
that groups together two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
, constraining them to move like they are connected by a hinge. It is perfect for doors, but can also be used to model chains, pendulums and so on. More info

joint:

A physics component allowing a dynamic connection between rigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
, usually allowing some degree of movement such as a hinge. More info

Low Twist Limit:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
property that sets the lower limit of a joint. More info

Mesh Collider:

A free-form colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component which accepts a meshThe 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. More info
See in Glossary
reference to define its collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
surface shape. More info

narrow-phase collision detection:

A collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
phase that determines whether the pairs of objects found in the broad phase will actually collide. It then computes the contact points for those pairs and gives them to the solver to use when solving collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
. More info

Physic Material:

A physics asset for adjusting the friction and bouncing effects of colliding objects. More info

Physics Engine:

A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
, gravity and other forces. More info

Rig:

A skeletal hierarchy of jointsA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
for a meshThe 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. More info
See in Glossary
. More info

Rigidbody:

A component that allows a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
to be affected by simulated gravity and other forces. More info

Self Collision:

A cloth property that prevents cloth from penetrating itself. More info

Soft Particles:

Particles that create semi-transparent effects like smoke, fog or fire. Soft particlesParticles that create semi-transparent effects like smoke, fog or fire. Soft particles fade out as they approach an opaque object, to prevent intersections with the geometry. More info
See in Glossary
fade out as they approach an opaque object, to prevent intersections with the geometry. More info

speculative continuous collision detection:

A collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
method that inflates broad-phase AABB of moving objects according to their velocities. This enables support for effects like rotations. More info

Sphere Collider:

A sphere-shaped colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component that handles collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
for GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
like balls or other things that can be roughly approximated as a sphere for the purposes of physics. More info

Spring Joint:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
type that connects two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary
together but allows the distance between them to change as though they were connected by a spring. More info

Swing Axis:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
property that defines the axis around which the joint can swing. More info

Swing Limit:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
property that limits the rotation around one element of the defined Swing AxisA joint property that defines the axis around which the joint can swing. More info
See in Glossary
. More info

Target Position:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
property to set the target positionA joint property to set the target position that the joint’s drive force should move it to. More info
See in Glossary
that the joint’s drive force should move it to. More info

Target Velocity:

A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More info
See in Glossary
property to set the desired velocity with which the joint should move to the Target PositionA joint property to set the target position that the joint’s drive force should move it to. More info
See in Glossary
under the drive force. More info

Terrain Collider:

A terrain-shaped colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
component that handles collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
for collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a rigidbody component and is in motion. More info
See in Glossary
surface with the same shape as the TerrainThe 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. More info
See in Glossary
object it is attached to. More info

Wheel Collider:

A special colliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary
for grounded vehicles. It has built-in collision detectionAn automatic process performed by Unity which determines whether a moving GameObject with a rigidbody and collider component has come into contact with any other colliders. More info
See in Glossary
, wheel physics, and a slip-based tire friction model. It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. More info

Platforms terms

ADB:

An Android Debug Bridge (ADB). You can use an ADBAn Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building. More info
See in Glossary
to deploy an Android package (APK) manually after building. More info

ADT:

An Android project type that is no longer supported by Google and is considered obsolete. More info

AOT Compilation:

Ahead of Time (AOT) compilation is an iOSApple’s mobile operating system. More info
See in Glossary
optimization method for optimizing the size of the built iOS player More info

APK:

The Android Package format output by Unity. An APK is automatically deployed to your device when you select File > Build & Run. More info

AR:

Augmented Reality (AR) uses computer graphics or video composited on top of a live video feed to augment the view and create interaction with real and virtual objects.

Emscripten:

The toolchain that Unity uses to convert from C and C++ to WebAssembly. More info

Gradle:

An Android build system that automates several build processes. This automation means that many common build errors are less likely to occur. More info

iOS:

Apple’s mobile operating system. More info

Keystore:

An Android system that lets you store cryptographic key entries for enhanced device security. More info

ODR:

On-demand resources (ODR) is a feature available for the iOSApple’s mobile operating system. More info
See in Glossary
and tvOS platforms, from version 9.0 of iOS and tvOS onwards. It allows you to reduce the size of your application by separating the core Assets (those that are needed from application startup) from Assets which may be optional, or which appear in later levels of your game. More info

PhotoCapture:

An API that enables you to take photos from a HoloLens web cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary
and store them in memory or on disk. More info

PlayStation 4:

Sony’s eighth generation video game consoleA device that runs and displays video games.
See in Glossary
.

PS4:

Abbreviation of PlayStation 4Sony’s eighth generation video game console.
See in Glossary

Razor:

A CPU/GPU chip set used in PS4 hardware. More info

Unity Remote:

A downloadable app designed to help with Android, iOSApple’s mobile operating system. More info
See in Glossary
and tvOS development. The app connects with Unity while you are running your Project in Play Mode from the Unity Editor. More info

Virtual Reality:

A system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info

VR Trace:

A virtual realityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary
diagnostic tool by Sony Interactive Entertainment for PlayStation 4Sony’s eighth generation video game console.
See in Glossary
. More info

Wii U:

Nintendo’s eighth generation video game consoleA device that runs and displays video games.
See in Glossary
.

Xbox One:

Microsoft’s eighth generation video game consoleA device that runs and displays video games.
See in Glossary
.

XR:

An umbrella term encompassing Virtual RealityA system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking. More info
See in Glossary
(VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary
devices. More info

Scripting terms

Event System:

A way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The Event SystemA way of sending events to objects in the application based on input, be it keyboard, mouse, touch, or custom input. The Event System consists of a few components that work together to send events. More info
See in Glossary
consists of a few components that work together to send events. More info

IL2CPP:

A Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info

mcs:

The Mono C# compiler file format. More info

Mono:

A scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
used in Unity. More info

MonoDevelop:

An integrated development environment (IDE) supplied with Unity 2017.3 and previous versions. From Unity 2018.1 onwards, MonoDevelopAn integrated development environment (IDE) supplied with Unity 2017.3 and previous versions. From Unity 2018.1 onwards, MonoDevelop is replaced by Visual Studio. More info
See in Glossary
is replaced by Visual Studio. More info

Scripting Backend:

A framework that powers scripting in Unity. Unity supports three different scripting backendsA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary
depending on target platform: Mono, .NET and IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info
See in Glossary
. Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info
See in Glossary
, however, supports only two: .NET and IL2CPP. More info

Scripting Event:

A way of allowing a user-driven callback to persist from edit time to run time without the need for additional programming and script configuration More info

Scripts:

A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info

Tag:

A reference word which you can assign to one or more GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
to help you identify GameObjects for scripting purposes. For example, you might define and “Edible” Tag for any item the player can eat in your game. More info

Test Framework,Test Runner:

The Test Framework package (formerly called the Test Runner) is a Unity tool that tests your code in both Edit mode and Play mode, and also on target platforms such as Standalone, Android, or iOSApple’s mobile operating system. More info
See in Glossary
. More info

Texture Format:

A file format for handling textures during realtime renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary
by 3D graphics hardware, such as a graphics card or mobile device. More info

Services terms

Client RSA Public Key:

An optional security layer that Unity can use when communicating between Unity and Xiaomi servers. Use it to receive server callbacks for client-side receipt validation, or to integrate with Unity server APIs. More info

Cloud Build:

A continuous integration service for Unity Projects that automates the process of creating builds on Unity’s servers. More info

Collaborate:

A Unity cloud-hosted service that provides a simple way for teams to save, share, and contribute to their Unity Project. More info

Services:

A Unity facility that provides a growing range of complimentary services to help you make games and engage, retain and monetize audiences. More info

Unity Cloud Build:

See Cloud BuildA continuous integration service for Unity Projects that automates the process of creating builds on Unity’s servers. More info
See in Glossary

Unity Cloud Diagnostics:

A suite of cloud-enabled tools that help you collect and identify issues that users encounter with your apps. More info

UI terms

Canvas:

The area that contains all UI(User Interface) Allows a user to interact with your application. More info
See in Glossary
elements in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
. The Canvas area is shown as a rectangle in the Scene ViewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
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. More info

Canvas Group:

A group of UI(User Interface) Allows a user to interact with your application. More info
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elements within a Canvas. Use a Canvas GroupA group of UI elements within a Canvas. Use a Canvas Group to control a group of UI elements collectively without needing to handle them each individually. More info
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to control a group of UI elements collectively without needing to handle them each individually. More info

Canvas Renderer:

Renders a graphical UI(User Interface) Allows a user to interact with your application. More info
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object contained within a Canvas. More info

Canvas Scaler:

Controls the overall scale and pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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density of all UI(User Interface) Allows a user to interact with your application. More info
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elements in the Canvas, including font sizes and image borders. More info

Image control:

An Image control displays a non-interactive image to the user, such as a decoration and icon. You can change the image from a script to reflect changes in other controls. More info

Interactable:

A UI(User Interface) Allows a user to interact with your application. More info
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component property that detemines whether the component can accept input. More info

UI Mask:

A visual componentA component that enables you to easily create GUI-specific functionality. More info
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that lets you restrict images from view to only a small section of an image. For instance, you can apply a Mask to a Panel UI(User Interface) Allows a user to interact with your application. More info
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element to block all child images from view. More info

Raw image:

A Visual UI(User Interface) Allows a user to interact with your application. More info
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Component that displays a non-interactive image to the user. This can be used for decoration, icons, etc, and the image can also be changed from a script to reflect changes in other controls. More info

ScrollView:

A UI(User Interface) Allows a user to interact with your application. More info
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Control which displays a large set of Controls in a viewable area that you can see by using a scrollbar. More info

Shadow:

A UI(User Interface) Allows a user to interact with your application. More info
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component that adds a simple outline effect to graphic components such as Text or Image. It must be on the same GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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as the graphic component. More info

Text:

A non-interactive piece of text to the user. This can be used to provide captions or labels for other GUI controls or to display instructions or other text. More info

TextField control:

A TextField controlA TextField control displays a non-interactive piece of text to the user, such as a caption, label for other GUI controls, or instruction. More info
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displays a non-interactive piece of text to the user, such as a caption, label for other GUI controls, or instruction. More info

Text Input Field:

A field that allows the user to input a Text string More info

Toggle:

A checkbox that allows the user to switch an option on or off. More info

Toolbar:

A row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. scaling, translation). More info

UI:

(User Interface) Allows a user to interact with your application. More info

Visual Component:

A component that enables you to easily create GUI-specific functionality. More info

New in Unity 2019.3
Glossary
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