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Ivan Titov
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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 infoSee in Glossary, sprite sheet or packed texture. More info


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 infoSee 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 infoSee in Glossary. More info




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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 infoSee 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 infoSee in Glossary, Audio Compression, Build Compression.


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 infoSee in Glossary


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 infoSee 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


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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 infoSee 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 infoSee in Glossary.


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 infoSee 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 infoSee in Glossary animation frames. See frames per secondThe frequency at which consecutive frames are displayed in a running game. More infoSee in Glossary (FPS).


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 infoSee 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 infoSee in Glossary to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info


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 infoSee 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 infoSee in Glossary textures for efficiency and convenience during development. More info


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 infoSee 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 infoSee in Glossary utility to automate the process of generating atlases from the individual sprite textures. More info


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 infoSee 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 infoSee in Glossary. More info


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


An extremely customizable jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More infoSee 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 infoSee in Glossary to custom designed and highly specialized joints. More info


A simple component for adding a constant forceA simple component for adding a constant force or torque to game objects with a Rigidbody. More infoSee 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 infoSee in Glossary. More info


A jointA physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge. More infoSee in Glossary that groups together two RigidbodiesA component that allows a GameObject to be affected by simulated gravity and other forces. More infoSee 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


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


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 infoSee in Glossary, gravity and other forces. More info


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


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