Quiz 2 Study Guide Game Design
Quiz 2 Study Guide Game Design
The toolbar
of the scene view contains the draw mode, the render mode, the scene lighting, game overlay and
audition modes, the gizmo selector and scene gizmo, and the search bar.
Game View: Allows to preview game in editor using play controls in toolbar
Project window: Displays all the assets available to build the game with
Hierarchy: Shows a list of all game objects currently being used in the scene
If a game object has no parent, its transform properties are measured in world space. If a game object is
moved in hierarchy and made the child of another game object (if an object is nested into another
object) its transform properties are measured relative to transform properties of parent, meaning that if
parent is moved, rescaled, or rotated the child will as well. Two nested objects under the same parent
are referred to as siblings.
Terrain refers to a piece of land that simulates a world’s external landscape. In Unity, terrain is a flat
mesh that can be sculpted into many different shapes.
Sculpting Terrain: Use a brush with a given size and opacity to "paint" terrain. Painting effects are
cumulative (The more an area is painted, the stronger the effect on that area is). Different sculpting tools
include the Raise/lower tool, the paint height tool, and the smooth height tool.
Terrain Textures: The paint texture tool is used to paint textures onto terrain. Properties of this tool
include brush size, opzcity, and target strength.
Heightmap: is a grayscale image that represents elevation taht can be imported onto a flat terrain. The
darker shades can be thought of as low points, and the lighter shades are high points. The values range
from 0 (black) to 255 (white).
heightmap value divided by 255, times the terrain height equals the height of that point on the terrain
World coordinate system - At any given time, there is only a single x, y, and z axis in the world coordinate
system. These coordinates refer to the GAME SPACE
Local coordinate system - This system is unique to each object, and it is completely
separate from other objects. This local system has its own axes and origin that other objects don’t use.
These coordinates refer to the OBJECT INSIDE THE GAME SPACE
Transformations: Can be applied to every game object. Includes translation, rotation, and scaling. hour 2
Mesh: Meshes are made up of points (vertices) and lines that create group of interconnected triagnles
that build off of each other in strips to form basic to complex objects. The strips give 3D definitions of a
model and can be processed very quickly.
Model: an object that contains a mesh, and also may containt animations, textures, materials, shaders,
and other meshes.
Materials: Assets that control the visual appearance of game objects. Composed of shaders and textures.
Textures: Flat (2D) images that get applied to 3D objects. Determines what is drawn on the surface of an
object.
Shader: How things are drawn on the surface of an object. More specifically, a shader is a program
specifically made to run on a GPU that draws the triangles on 3D models. Types of shaders include
surface shaders, and fragment and vertex shaders. Fixed function shaders are obsolete.
Tree Settings: Adding trees consists of loading a tree model, setting the properties for the trees, and then
painting the area you want the trees to appear in, using the Place Trees tool. The properties of the Place
Trees tool are brush size, tree density, and tree height/widthm color variation, etc.
Fog effect: Click window, lighting. Then check Fog box. Properties of fog include Fog color, Fog mode
(linear, exponential, exponential squared), density, and start and end.
Water: A flat plane that looks like the top surface area of a pond or lake. To add water, you need to sculpt
a hole in the terrain to serve as a lakebed, then locate the water prefabs folder in the environment asset
package.
Character Controller: To add a first person controller, import the characters asset package. Then, locate
the FPSController and drag it into the scene view. Now, when you enter the game view, you can move
around the terrain using the WASD keys, and the mouse to look around, and the spacebar to jump.
Context aware game: A context-aware game is one that uses elements of the physical world and the
player's status in the physical world as inputs for a digital game. These contextual inputs include the
player's location, the prescence of objects in the environment, player movement and gestures, body data
(brain activity, stress levels, breathing rate, emotional state), and context from other people.