Nomenclature

* Scene. A working environment where you place objects, lights, cameras, and create the game's layout.

* GameObject. Any object in a scene, including characters, lights, or scenery.

* Component. Scripts or built-in features (like physics or rendering) that you add to GameObjects to give them behavior or appearance.

* Prefab. A reusable GameObject template that you can instantiate in scenes.

* Asset. A piece of content for your game, like textures, 3D models, or scripts, typically stored in the Project's Assets folder.

* Material. Defines the surface properties of a GameObject, like color and texture.

* Shader. A type of program that determines how an object is rendered, influencing its lighting and color.

* Script. Code that defines behavior for GameObjects, typically written in C# for Unity.

* Physics Engine. Manages the simulation of physical forces, collisions, and other interactions in the game world.

* Collider. A component defining the shape of an object for physical collisions.

* Rigidbody. A component that allows a GameObject to act under physics, including gravity and force.

* Animation. The process of creating movement and change over time, can be applied to GameObjects for dynamic effects.

* Lightmap. A texture that stores pre-calculated lighting data to enhance the appearance of static objects in the scene.

* Layer. A way to organize GameObjects in a scene, often used for rendering and physics calculations.

* Tag. A label you can assign to GameObjects for identification and grouping.

Updated: 2026 Aug 19