Glossary

    1
  • A Blend Tree for 1D blending, which blends motion according to a single Animation Parameter.
  • 2
  • A Blend Tree for 2D blending, which blends motion according to two Animation Parameters.
  • A 2D GameObject such as a tilemap or sprite.
  • 3
  • A 3D GameObject such as a cube, terrain or ragdoll.
  • A
  • A popular UDP-based game server query protocol that Valve Software maintains as a part of the Steam SDK.
  • A unique identifier that points to your account. It’s tied to a specific secret key.
  • A globally unique identifier for a specific customer service account. Multiplay uses the account service ID (ASID) to tie together resources, services, and account information.
  • Coud machines that are currently in an online state. Active cloud instances might or might not be in use by a game session.
  • Players who recently played your game. Unity Analytics defines an active player as someone who has played within the last 90 calendar days.
  • (Average Revenue Per User) Average Unity Ads revenue per player.
  • Total Unity Ads revenue.
  • The number of video ads that started playing.
  • An Android Debug Bridge (ADB). You can use an ADB to deploy an Android package (APK) manually after building.
  • The number of ads started per active player on a given day.
  • An Android project type that is no longer supported by Google and is considered obsolete.
  • By default, Unity does not breakout analytics data for players under the age of 14. See COPPA Compliance.
  • Players who have made any verified or unverified in-app purchases in their lifetime.
  • The process of a matchmaker allocating a game server for a game session.
  • A game server that’s actively allocated to a game session. It has an allocation UUID and might or might not have active players.
  • The number of allocated game servers within a fleet or fleet region. Multiplay maintains a buffer between the total server capacity and the allocated server capacity to allow the fleet or fleet region to accommodate sudden spikes in allocated servers quickly.
  • A request to the Multiplay API for the best possible game server for a game match.
  • The maximum number of machines that the reactive scaling system spreads allocations across machines in a fleet or fleet region.
  • A value that determines the amount of time that the reactive scaling system waits before force-deallocating allocated game servers, even if players are on the server. This value serves as a hard limit on the amount of time that an allocation can exist.
  • An identifier that the matchmaker assigns to an allocation upon creation that Multiplay uses to track the allocation through its lifecycle.
  • Light that doesn't come from any specific direction, and contributes equal light in all directions to the Scene.
  • A method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
  • Abbreviation of Unity Analytics
  • Events dispatched to the Analytics Service by instances of your applications. Analytics events contain the data that is processed and aggregated to provide insights into player behavior.
  • A UI layout tool that fixes a UI element to a parent element. Anchors are shown as four small triangular handles in the Scene View and anchor information is also shown in the Inspector.
  • Enables you to make an object change its form by blending between two separate meshes.
  • Used for continuous blending between similar Animation Clips based on float Animation Parameters.
  • 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".
  • A node in a Blend Tree graph that contains an animation clip, such as a run or walk animation.
  • The 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.
  • 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 system to show the player's condensing breath in the cold air.
  • 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.
  • 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.
  • An 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.
  • Used 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.
  • A graph within an Animator Controller that controls the interaction of Animation States. Each state references an Animation Blend Tree or a single Animation Clip.
  • Allows a state machine 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.
  • A 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.
  • Controls 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.
  • Allows you to create multiple variants of an Animator Controller, with each variant using a different set of animations, while retaining the original Controller's structure, parameters and logic.
  • The window where the Animator Controller is visualized and edited.
  • 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.
  • A technique for decreasing artifacts, like jagged lines (jaggies), in images to make them appear smoother.
  • Ahead of Time (AOT) compilation is an iOS optimization method for optimizing the size of the built iOS player
  • The Android Package format output by Unity. An APK is automatically deployed to your device when you select File > Build & Run.
  • Player segments based on application version or bundleid.
  • 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.
  • (Average Revenue Per Daily Active User) The average revenue per user who played on a given day.
  • (Average Revenue Per Paying User) Average verified IAP revenue per user who completed a verified IAP transaction.
  • A globally unique identifier for a specific customer service account. Multiplay uses the account service ID (ASID) to tie together resources, services, and account information.
  • The relationship of an image's proportional dimensions, such as its width and height.
  • 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 Controller, an Audio Mixer or a Render Texture.
  • 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 packages are a handy way of sharing and re-using Unity projects and collections of assets.
  • Legacy - An asset and version control system with a graphical user interface integrated into Unity. Enables team members to work together on a project on different computers.
  • 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.
  • Adaptive Scalable Texture Compression (ASTC) A block-based texture format that compresses textures to significantly reduce file sizes without cau sing a noticable reduction in image quality.
  • AMD's texture compression format for handheld devices to save on power, memory and bandwidth
  • 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.
  • An audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener by simulating the sound of a low quality radio transmission.
  • Any effect that can modify the output of Audio Mixer components, such as filtering frequency ranges of a sound or applying reverb.
  • Any audio filter that distorts the sound from an Audio Source or sounds reaching the Audio Listener.
  • An audio filter that passes high frequencies of an AudioSource and cuts off signals with frequencies lower than the Cutoff Frequency.
  • A component that acts like a microphone, receiving sound from Audio Sources in the scene and outputting to the computer speakers.
  • An audio filter that passes low frequencies of an Audio Source or all sound reaching an Audio Listener while removing frequencies higher than the Cutoff Frequency.
  • A component which plays back an Audio Clip in the scene to an audio listener or through an audio mixer.
  • A plug-in that changes the way audio is transmitted from an audio source 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.
  • A geographic region, or zone, in which a fleet has compute availability in the form of bare metal machines or cloud machines.
  • A game server that's ready for a matchmaker to use to fulfill an allocation.
  • The group of game servers in a fleet that is online and ready to fulfill an allocation request.
  • An interface for retargeting animation from one rig to another.
  • A specification for which body parts to include or exclude for an animation rig. Used in Animation Layers and in the importer.
  • B
  • Light 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.
  • A physical machine provided by a traditional data center.
  • A set of hardware requirements for bare metal machines. The requirements might include a minimum processor clock speed, a minimum amount of RAM, and processor configuration options.
  • A data center that supplies bare metal machines.
  • The number of game servers that each bare metalmachine can host. Multiplay calculates the optimal server density based on the game's requirements, the fleet machine specifications, and the game server resource usages.
  • An available game server that best meets the requirements for an allocation request.
  • A textured 2D object that rotates as it, or the Camera, moves so that it always faces the Camera.
  • An 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.
  • Renders 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.
  • The 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.
  • The executable that runs on a machine and hosts a game server session.
  • The pose at which the character was modelled
  • 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.
  • A node in a Blend Tree graph that blends animation clip nodes.
  • A shorthand term for "bit block transfer". A blit operation is the process of transferring blocks of data from one place in memory to another.
  • A post-processing effect used to reproduce an imaging artifact of real-world cameras. 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 camera or eye capturing the scene.
  • The mass center of the character. It is used in for animation retargeting and provides the most stable displacement model.
  • 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).
  • A closed shape representing the edges and faces of a collider or trigger.
  • The coordinates that define the bounding volume. Bounds are pre-calculated on import from the Mesh and animations in the model file, and are displayed as a wireframe around the model in the Scene View.
  • A cube-shaped collider component that handles collisions for GameObjects like dice and ice cubes.
  • A tree node that generates branches and fronds. Its properties appear when you have selected a branch or leaf node.
  • A collision detection phase that computes pairs of potentially overlapping objects by judging only their respective bounding volumes.
  • A predefined number of game server slots to keep in a specific state. Multiplay uses multiple buffers to control scaling.
  • The process of compiling your project into a format that is ready to run on a specific platform or platforms.
  • A dedicated machine for deploying and testing configuration changes, game images, and game image updates. Scaling configurations and fleet settings do not apply to build machines because they exist outside of any fleet. You will receive your build machine’s hostname, IP address, and machine ID during the proof-of-concept onboarding stage.
  • 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 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).
  • An 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.
  • 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).
  • C
  • 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.
  • A 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.
  • The area that contains all UI elements in a scene. The Canvas area is shown as a rectangle in the Scene View.
  • A 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.
  • Renders a graphical UI object contained within a Canvas.
  • Controls the overall scale and pixel density of all UI elements in the Canvas, including font sizes and image borders.
  • The number of game servers within a fleet (game server capacity) or the number of machines within a fleet (machine capacity).
  • A capsule-shaped collider component that handles collisions for GameObjects like barrels and character limbs.
  • A Profiler 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.
  • An acronym for Currently Connected Users. It is a value that represents the number of players currently playing an online game. The CCU of a game can include one or more fleets.
  • Represents the average position of all mass in a rigidbody for the purposes of physics calculations. By default it is computed from all colliders belonging to the rigidbody, but can be modified via script.
  • A block of shader code for controlling shaders using NVIDIA's Cg (C for graphics) programming language.
  • A simple, capsule-shaped collider component with specialized features for behaving as a character in a game. Unlike true collider components, a rigidbody is not needed and the momentum effects are not realistic.
  • An extended ball-socket joint which allows a joint to be limited on each axis. Mainly used for Ragdoll effects.
  • 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%).
  • Multiplay's access-controlled front-end graphical user interface that allows customers to manage machines, game servers, game images, and profiles under an account service.
  • 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.
  • 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.
  • A component that works with the Skinned Mesh Renderer to provide a physics-based solution for simulating fabrics.
  • A continuous integration service for Unity projects that automates the process of creating builds on Unity's servers.
  • A machine provided by a cloud provider, such as Google Cloud, Amazon Web Services, or Tencent.
  • The requirements for cloud machines. The requirements might include a minimum processor clock speed, a minimum amount of RAM, and disk storage space.
  • A machine provided by a cloud provider, such as Google Cloud, Amazon Web Services, or Tencent.
  • The requirements for cloud machines. The requirements might include a minimum processor clock speed, a minimum amount of RAM, and disk storage space.
  • A company that offers pay-as-you-go cloud computing resources, such as virtual machines. Examples of cloud providers include Google Compute Platform (GCP) and Amazon Web Services (AWS)
  • The number of game servers that each cloud machine can host. Multiplay calculates the optimal server density based on the game's requirements, the fleet machine specifications, and the game server resource usages.
  • A group of players with at least one similar characteristic. You can define and analyze different cohorts of your user base with segments.
  • Machine capacity that is available but shut down to reduce costs.
  • A Unity cloud-hosted service that provides a simple way for teams to save, share, and contribute to their Unity project.
  • An 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.
  • A 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.
  • An 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.
  • Any color property of a component can be animated. Also particle system colors can be animated using the "Color over lifetime" module.
  • A functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour.
  • A method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
  • An extremely customizable joint that other joint types are derived from. It can be used to create anything from adapted versions of existing joints to custom designed and highly specialized joints.
  • Abbreviation of game console
  • A Unity Editor window that shows errors, warnings and other messages generated by Unity, or your own scripts.
  • A simple component for adding a constant force or torque to game objects with a Rigidbody.
  • Settings on Joint components which limit movement or rotation. The type and number of constraints vary depending on the type of Joint.
  • A joint limit property that sets the minimum distance tolerance between the joint position and the limit at which the limit will be enforced.
  • The objects being rendered in your scene.
  • The lighting that exists in the scene which affects the object being lit.
  • A collision detection method that calculates and resolves collisions over the entire physics simulation step. This can prevent fast-moving objects from tunnelling through walls during a simulation step.
  • The percentage of users who complete an action or sequence of actions.
  • (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.
  • Core events are the basic events dispatched by the Unity Analytics code in your game. These events, and the analytics based on them, become available simply by turning on Unity Analytics for a project. Core events include: app running, app start, and device info.
  • A top-level machine in the mirror network that hosts a copy of every game image.
  • A value on locations that Multiplay uses to track the monetary cost of that location. Multiplay uses the cost score to determine the best available server.
  • (Click Through Rate) The percentage of players who click a link in an ad displayed in your game.
  • A 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).
  • Allows you to includes or omit objects to be rendered by a Camera, by Layer.
  • Custom events are freeform events that you can dispatch when an appropriate standard event is not available. Custom events can have any name and up to ten parameters. Use standard events in preference to custom events where possible.
  • D
  • A joint setting to control spring oscillation. A higher damping ratio means the spring will come to rest faster.
  • A Unity Analytics 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.
  • (Daily Active Users) The number of different players who started a session on a given day. DAU includes both new and returning players.
  • (DAU/MAU) The percentage of monthly active users who play on a given day. Also known as Sticky Factor in the analytics and game industries, this metric is often used as one estimate of player engagement.
  • The percentage of players who returned to your game one day after playing the first time.
  • The percentage of players who returned to your game thirty days after playing the first time.
  • The percentage of players who returned to your game seven days after playing the first time.
  • The process of removing an allocation.
  • Unity automatically pre-installs a select number of default packages (for example, the Analytics Library, Unity Timeline, etc.) when you create a new project. This differs from a bundled package because you don't need to install it and it differs from a built-in package because it extends Unity's features rather than being able to enable or disable them.
  • A rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows.
  • A value that determines the time the reactive scaling system waits before deleting a cloud machine after shutting it down.
  • Player segments based on reported demographics.
  • In the context of the Package Manager, a dependency is a specific package version (expressed in the form package_name@package_version) that a project or another package requires in order to work. Projects and packages use the dependencies attribute in their manifests to define the set of packages they require. For projects, these are considered direct dependencies; for packages, these are indirect, or transitive, dependencies.
  • A memory store that holds the z-value depth of each pixel in an image, where the z-value is the depth for each rendered pixel from the projection plane.
  • A post-processing effect that simulates the focus properties of a camera lens.
  • A reactive scaling system component that manages when and how fleet regions descale.
  • A development build includes debug symbols and enables the Profiler.
  • An analysis of the differences between two game images.
  • An analysis of the differences between two game images.
  • An analysis of the differences between two game images.
  • An update that contains only the differences between the previous version and the new (updated) version.
  • A old type of shader used in earlier versions of Unity. Replaced by the Standard Shader from Unity 5 onwards.
  • A form of parallel projection where the dimensions of a 3D object 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.
  • 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).
  • The time the reactive scaling system waits before deleting a disabled cloud machine.
  • A machine that you cannot use to fulfill allocations or reservations.
  • A collision detection method that calculates and resolves collisions based on the pose of objects at the end of each physics simulation step.
  • A version of the Shadowmask lighting mode that includes high quality shadows cast from static GameObjects onto dynamic GameObjects.
  • An audio effect that modifies the sound by squashing and clipping the waveform to produce a rough, harsh result.
  • Players who have spent between $5 and $19.99.
  • 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 sources attached to it.
  • The process of players leaving a game server after a game session ends.
  • An audio setting that allows you to set the mix level of unprocessed signal in output in mB.
  • An audio setting that allows you to set the volume of the original signal to pass to output.
  • An automatic Unity process which attempts to render multiple meshes as if they were a single mesh for optimized graphics performance. The technique transforms all of the GameObject vertices on the CPU and groups many similar vertices together.
  • A Physic Material property that defines the friction for a Rigidbody when it's in motion. Lower values mean less friction, so a setting of zero represents slipping on ice.
  • A Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU.
  • E
  • (estimated Cost Per Mille) The estimated revenue for 1000 ad impressions for your app. See What is ECPM.
  • 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.
  • The toolchain that Unity uses to convert from C and C++ to WebAssembly.
  • 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, MAU, DAU/MAU, number of sessions, and session length.
  • A lighting system by Geomerics used in Unity for lightmapping and for Realtime Global Illumination.
  • (Ericsson Texture Compression) A block-based texture format that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality.
  • A 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.
  • Any running game server over the target buffer.
  • Any running game server over the target buffer.
  • A fog model that emulates realistic fog behaviour by simulating light absorption over distance by a certain attenuation factor.
  • A value that represents a combination of a camera'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.
  • See Extrapolation
  • The process of storing the last few known values and using them to predict future values. Used in animation, physics and multiplayer.
  • A Texture property that enables you to define how much area to leave around a sprite in a generated mesh.
  • F
  • (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.
  • The maximum draw distance for a camera. Geometry beyond the plane defined by this value is not rendered. The plane is perpendicular to the camera's forward (Z) direction.
  • Autodesk's proprietary format that Unity uses to import and export Models, animation, and more.
  • The rate at which ads are available when you request one.
  • A common game genre, featuring a first-person view of a 3D world, and gun-based combat with other players or NPCs.
  • A joint type that is completely constrained, allowing two objects to be held together. Implemented as a spring so some motion may still occur.
  • A 2D joint type which is completely constrained, allowing two objects to be held together. Implemented as a spring so some small motion may still occur.
  • A customizable framerate-independent interval that dictates when physics calculations and FixedUpdate() events are performed.
  • The source asset used by Lens Flare Components. The Flare itself is a combination of a texture file and specific information that determines how the Flare behaves.
  • A Lighting window property that allows you to set the time (in seconds) over which lens flares fade from view after initially appearing.
  • A 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.
  • A texture containing images used by a Flare asset. It must be arranged according to one of the TextureLayout options.
  • An encapsulation of regions, locations, providers, profiles, and scaling settings applied to game server machines.
  • A container within a fleet that holds a set of configuration data that applies to machines in one or more geographic locations.
  • A Scene view navigation mode that allows you to fly around the scene in first-person, similar to how you would navigate in many games.
  • A post-processing effect that overlays a color onto objects depending on the distance from the camera. Use this to simulate fog or mist in outdoor environments, or to hide clipping of objects near the camera's far clip plane.
  • The process of deallocating a game server regardless of the state of the game session.
  • A 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.
  • A 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.
  • See first person shooter, frames per second.
  • The "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.
  • A single image from a sequence of images that represent moving graphics. While you game is running, the camera in your game renders frames to the screen as fast as possible. May also refer to a frame from a video clip, or sprite animation frames. See frames per second (FPS).
  • The frequency at which consecutive frames are displayed in a running game.
  • An effect representing the increase in reflectivity on objects when light hits at grazing angles. In Unity, the Standard Shader handles this indirectly, depending on a material's smoothness. Smooth surfaces have a stronger Fresnel, totally rough surfaces have no Fresnel.
  • The region of 3D space that a perspective camera can see and render. In the Scene view, the frustum is represented by a truncated rectangular pyramid with its top at the camera’s near clipping plane and its base at the camera’s far clipping plane.
  • An update that contains all the files necessary to run your game server, not just the differences between the previous version and the new version, as is the case with differential updates.
  • In Analytics, a funnel is a linear sequence of standard or custom events that you expect a player to complete in order.
  • G
  • The executable that runs on a machine and hosts a game server session.
  • Software that an end-user, or player, interacts with to join a match on a game server.
  • A device that runs and displays video games.
  • A device to control objects and characters in a game.
  • A collection of all the files necessary for you to run an instance of your game. There are specific requirements regarding how these files are organized and formatted.
  • An identification number (ID) unique to a specific game image.
  • Holds all the files for a specific iteration (version) of a game image. When a game server starts up, it uses the game image version files to run the game server process.
  • A broad term that refers to a playable set of content for a game. The content can be anything from a level to a play area for a game session.
  • A variation of a game with some configuration altered, such as the number of players allowed per session, the game objective, or the points system.
  • An instance of a game running on a machine that players can connect to. Each game server instance has a unique server ID, a unique port, a server ID directory, a log file, and a server.json file.
  • The executable that runs on a machine and hosts a game server session.
  • An instance of a game running on a machine that players can connect to. Each game server instance has a unique server ID, a unique port, a server ID directory, a log file, and a server.json file.
  • A protocol that facilitates querying information from a game server instance. Multiplay uses the information supplied by the game server query protocol to detect unresponsive game servers and to create live dashboards of advanced analytic data.
  • A reserved percentage of machine resources on which a game server can run.
  • The average resource consumption per game server, including CPU power, network bandwidth, and memory.
  • A session of multiple players connected to the same game server to play a game together.
  • The name of a specific game.
  • A specific release version of an image of a game server binary.
  • An initialization file for your game server that contains command-line parameters for values such as the game server port, the encryption key, SSL keys, and runtime settings.
  • The 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 test.
  • Player segments based on country.
  • The cached intermediate files used when Unity precomputes lighting data. Unity keeps this cache to speed up computation.
  • The Package Manager retrieves Git dependencies from a Git repository directly rather than from a package registry. Git dependencies 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.
  • A 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.
  • A 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).
  • An Android build system that automates several build processes. This automation means that many common build errors are less likely to occur.
  • A Particle System property that scales the gravity value set in the physics manager. A value of zero switches gravity off.
  • A tree property that varies the procedural generation of branch and leaf groups.
  • A tree property that sets the initial angle of branch or leaf group growth relative to the parent.
  • A tree property that sets the scale of branch and leaf group nodes along the parent node.
  • H
  • The glowing light areas around light sources, used to give the impression of small dust particles in the air.
  • 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.
  • Machine specifications include a set of hardware requirements for fleet machines. The requirements might include a minimum processor clock speed, a minimum amount of RAM, and processor configuration options. The machine specifications might vary between bare-metal and cloud machines.
  • high dymanic range
  • high dynamic range image
  • Heatmaps are a spatial visualization of analytics data.
  • A greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
  • 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.
  • The higher limit of a Character Joint.
  • A joint that groups together two Rigidbodies, 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.
  • Abbreviation of High Level API
  • 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".
  • Machines that are immediately available for a matchmaker to use.
  • Machines that are immediately available for a matchmaker to use.
  • A pre-defined bone-mapping. Used for matching bones from FBX files to the Avatar.
  • 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 retargeting and inverse kinematics.
  • I
  • See In App Purchase
  • A special file used in many Version Control Systems which specifies files to be excluded from being placed under version control. In Unity projects there are a number of files which could be excluded from version control, and using an Ignore File is the best way to achieve this.
  • A Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms.
  • 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.
  • You 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.
  • The number of times ads are seen in your game. An impression is counted even if the ad is not completed.
  • Revenue from "micro-transactions" within a game.
  • A key on a keyboard relating to the Input class.
  • Settings where you can define all the different input axes, buttons and controls for your project.
  • A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values.
  • A UI component property that detemines whether the component can accept input.
  • See 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)
  • The automatic calculation of joint 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 Kinematics
  • Apple's mobile operating system.
  • A lightmap property that determines the precision of the incoming light data used to light each texel in the lightmap
  • A lightmap property that sets the number of rays that are cast and used to compute which clusters affect a given output lightmap texel.
  • A form of parallel projection where the dimensions of a 3D object 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.
  • J
  • A physics component allowing a dynamic connection between rigidbodies, usually allowing some degree of movement such as a hinge.
  • An Input Manager property that defines which joystick will be used.
  • K
  • A frame that marks the start or end point of a transition in an animation. Frames in between the keyframes are called inbetweens.
  • A process that removes redundant keyframes.
  • An Android system that lets you store cryptographic key entries for enhanced device security.
  • The geometry that describes the position and orientation of a character's joints and bodies. Used by inverse kinematics to control character movement.
  • L
  • Layers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code.
  • A value defining which layers to include or exclude from an operation, such as rendering, collision or your own code.
  • 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 shooters.
  • A component that simulates the effect of lights refracting inside a camera lens. Use a Lens Flare to represent very bright lights or add atmosphere to your scene.
  • The 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.
  • A Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed.
  • Light 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.
  • A component that enables you to add Light Probes to GameObjects in your scene.
  • A component that allows you to use more lighting information for large dynamic GameObjects that cannot use baked lightmaps (for example, large Particle Systems or skinned Meshes).
  • A 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.
  • A tool in Unity that bakes lightmaps according to the arrangement of lights and geometry in your scene.
  • 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 Renderer component to draw anything from a simple straight line to a complex spiral.
  • A machine in Multiplay's mirror network that hosts game images for the fleet machines in the same location.
  • A machine in Multiplay's mirror network that hosts game images for the fleet machines in the same location.
  • 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.
  • Describes the physical location of a game server. Locations correspond to a bare metal data center location or a cloud provider availability zone.
  • A game server that is disabled for maintenance. You cannot use a locked game server to fulfill an allocation or reservation.
  • See level of detail
  • A component to manage level of detail (LOD) for GameObjects.
  • An animation clip setting that blends the end and start of an animation to create a seamless join.
  • A joint property that sets the lower limit of a joint.
  • (Lifetime Value) The estimated value of an average player over their lifetime with your application or game.
  • M
  • A physical machine in a data center or a virtual machine in a cloud provider.
  • The number of machines in a fleet or fleet region, including bare metal and cloud machines.
  • Machine specifications include a set of hardware requirements for fleet machines. The requirements might include a minimum processor clock speed, a minimum amount of RAM, and processor configuration options. The machine specifications might vary between bare-metal and cloud machines.
  • The state of a machine. A machine can be offline, online and allocated (or reserved), online and available, or online and disabled.
  • A managed .NET assembly that is created with tools like Visual Studio for use in Unity.
  • There are two types of manifest files: project manifests and package manifests.
  • A specific type of map within a game title. For example, an RTS game might have a map type for small matches and a map type for large matches.
  • A specific type of map within a game title. For example, an RTS game might have a map type for small matches and a map type for large matches.
  • A Unity Profiler 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.
  • Can refer to a Sprite Mask, a UI Mask, or a Layer Mask
  • A multiplayer networking feature in games that groups players into a game session.
  • The process of grouping players together into a game session.
  • 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 Shader the Material is using.
  • (Monthly Active Users) The number of players who started a session within the last 30 days.
  • The total maximum number of game server instances that can exist at a time. You can change this value to control costs associated with scaling into the cloud. The maximum number of servers sets an upper limit on the total number of game server instances in your fleet. If you reach the maximum number of servers, your fleet stops scaling.
  • The Mono C# compiler file format.
  • 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.
  • A free-form collider component which accepts a mesh reference to define its collision surface shape.
  • A mesh component that takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
  • A mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object's Transform component.
  • A globally unique identifier for a specific customer service account. Multiplay uses the account service ID (ASID) to tie together resources, services, and account information.
  • The minimum number of game servers that the reactive scaling system keeps online and available for new players to join. Maintaining a buffer of available game servers reduces the likelihood that players will wait for Multiplay to start a cloud machine before they can join a game session. The minimum available servers value has the most influence over the reactive scaling system’s scaling decisions.
  • The absolute minimum number of game servers that the reactive scaling system maintains in a fleet or fleet region at any point in time.
  • The number of game servers within a fleet or fleet region that are offline. Standby game servers serve as a form of warm capacity that Multiplay can use to host game servers in case of a sharp influx in currently connected users (CCU).
  • A player who has spent less than $5 in their lifetime.
  • A machine in the mirror network that hosts game images for fleet machines to download.
  • 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 Scene is determined by the Scene's Lighting Mode.
  • A container of configuration information that includes map lists, game types, exposed files, available game images, game server resource limitations, configuration files, and game server startup parameters.
  • A 3D model representation of an object, such as a character, a building, or a piece of furniture.
  • A file containing a 3D data, which may include definitions for meshes, bones, animation, materials and textures.
  • A scripting backend used in Unity.
  • An integrated development environment (IDE) supplied with Unity 2017.3 and previous versions. From Unity 2018.1 onwards, MonoDevelop is replaced by Visual Studio.
  • A common post-processing effect that simulates the blurring of an image when objects filmed by a camera are moving faster than the camera's exposure time.
  • This allows you to have more intuitive control over the character's skeleton. When an Avatar is in place, the Animation system works in muscle space, which is more intuitive than bone space.
  • You can change the contents of a mutable package. This is the opposite of immutable. Only Local packages and Embedded packages are mutable.
  • N
  • A collision detection 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 collisions.
  • 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.
  • A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation.
  • A plane that limits how close a camera can see from its current position. The plane is perpendicular to the camera's forward (Z) direction.
  • A unique identifier given to an object instance to track it between networked clients and the server.
  • A Networking component that manages the network state of a project.
  • A Networking component that allows you to assign an identity to your GameObject for the network to recognise it as a Local Player GameObject or a Server Only GameObject.
  • The Unity system that enables multiplayer gaming across a computer network.
  • A Networking component that creates a UI menu that allows you to control the network state of your game using your Network Manager.
  • A Networking component that allows you to synchronise the movements of GameObjects across the network.
  • Players who have never spent real currency.
  • Users who played your game for the first time.
  • A game server from the available server pool that best fits the allocation requirements.
  • The direction perpendicular to the surface of a mesh, represented by a Vector. Unity uses normals to determine object orientation and apply shading.
  • A type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry.
  • The total number of IAP transactions, whether or not they have been verified.
  • 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.
  • 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.
  • O
  • See GameObject.
  • A Unity feature that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects.
  • An occlusion primitive that acts as an occluder, but can be switched on or off. Commonly used to represent opaque doors in games.
  • On-demand resources (ODR) is a feature available for the iOS 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.
  • A game server that has been shut down in response to a decrease in the number of total concurrently connected players.
  • A game server that a player on a remote game client can connect to.
  • The back-end Unity uses to support the latest OpenGL features on Windows, MacOS X and Linux.
  • A common type of camera view used in games that give you a bird's-eye view of the action, and is sometimes called "2.5D".
  • P
  • 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.
  • 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.
  • 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 packages that you downloaded from the Asset Store.
  • An object that contains child objects in a hierarchy. When a GameObject 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.
  • A small, simple image or mesh that is emitted by a particle system. 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.
  • A component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.
  • 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.
  • A version control system for file change management.
  • An API that enables you to take photos from a HoloLens web camera and store them in memory or on disk.
  • A physics asset for adjusting the friction and bouncing effects of colliding objects.
  • An advanced lighting model that simulates the interactions between materials and light in a way that mimics reality.
  • A system that simulates aspects of physical systems so that objects can accelerate correctly and be affected by collisions, gravity and other forces.
  • Use to adjust the friction and bounce that occurs between 2D physics objects when they collide.
  • To repeatedly play an animation to the end, then in reverse back to the beginning, in a loop.
  • The smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel.
  • Set this to true to make an Audio Source start playing on awake
  • An API for controlling Playables. Playable Graphs allow you to create, connect and destroy 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.
  • An individual connected to a game client that has the intention to connect to a game server to join a game session.
  • The number of players within a region at a given time.
  • 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.
  • A High Level API (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.
  • Settings that let you set various player-specific options for the final game built by Unity.
  • The maximum number of players that can join a game session.
  • Sony's eighth generation video game console.
  • The process of running a game session on a game server to test a game build, gather feedback from users participating in the playtest, or collect data about the resources the game server uses while hosting a game session. Multiplay uses playtests to calculate game server resource usages to determine the optimal server density for the game build.
  • A 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).
  • 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 infopost processing, postprocessing, postprocess
  • An 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.
  • 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.
  • A top-level machine in the mirror network that hosts a copy of every game image.
  • A set of configuration information applied to game servers to prepare them for a game match. Profiles inherit settings from their parent mod and point to a specific game image.
  • An identifier that points to a specific profile within your account.
  • 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 rendering, animating or in your game logic.
  • 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 Scene files.
  • 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.
  • A broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave.
  • A window that shows the contents of your Assets folder (Project tab)
  • A Unity feature that allows you to customize the look of certain controls in the Inspector window by using attributes on your scripts, or by controlling how a specific Serializable class should look
  • A locally available proxy on game server machines at port 8086 that you can use to retrieve payloads uploaded with the Allocate V2 endpoint
  • Abbreviation of PlayStation 4
  • A visual simulation of three-dimensional characteristics on a two-dimensional object or environment. This effect is sometimes called "2.5D".
  • PowerVR Texture Compression (PVRTC) is a fixed-rate texture format that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality.
  • Q
  • An acronym for quality of service. In the context of Multiplay, it describes the network connection quality between a game server and a game client.
  • A machine in a specific location that game clients use to retrieve quality of service information. The game client then uses the quality of service information—along with the quality of service information from other QoS servers—to determine the best location to join a game session.
  • A service that allows game clients to gather quality of service (QoS) data to supply to a matchmaker.
  • An open-source command-line tool that interacts with game server query protocols to gather statistics about game servers.
  • 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.
  • Unity's standard way of representing rotations as data. When writing code that deals with rotations, you should usually use the Quaternion class and its methods.
  • R
  • The process of generating an image by calculating pixels for each polygon or triangle in all the geometry. This is an alternative to ray tracing.
  • A Visual UI 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.
  • 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
  • A CPU/GPU chip set used in PS4 hardware.
  • A Multiplay component that controls how and when fleet regions scale into the cloud.
  • A system that allows fleets to respond dynamically to player demand by scaling the number of game servers in a region.
  • Light components whose Mode property is set to Realtime. Unity calculates and updates the lighting of Realtime Lights every frame at runtime. No Realtime Lights are precomputed.
  • A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
  • A group of related locations that serve as availability zones. Typically a region will contain at least one bare-metal location and at least one cloud location. Each region falls under a single account service and may be shared by fleets within the same account service.
  • A specific geographic location within a region.
  • A 2D joint that allows two game objects controlled by rigidbody 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.
  • Remote settings are game variables that you can set remotely on your Analytics Dashboard.
  • A special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture.
  • The 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.
  • A Standard Shader Material parameter that allows you to choose whether the object uses transparency, and if so, which type of blending mode to use.
  • 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.
  • A request to reserve a particular game server for a game session.
  • The action of reserving a game server by the server ID and machine ID for a game session.
  • A game server that has been reserved by a reservation request for a game session.
  • Applying animations created for one model to another.
  • A particle system property that connects particles together to create a ribbon effect.
  • A skeletal hierarchy of joints for a mesh.
  • The process of building a skeleton hierarchy of joints for your mesh. Performed with an external tool, such as Blender or Autodesk Maya.
  • A component that allows a GameObject to be affected by simulated gravity and other forces.
  • The process of "rolling out" an updated game image to all the machines in a fleet.
  • Motion of character's root node, whether it's controlled by the animation itself or externally.
  • A 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).
  • The 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.
  • S
  • The process of shutting down and eventually deleting server capacity in response to decreases in allocated servers.
  • The process of creating additional server capacity within a fleet or a fleet region in response to increases in allocated servers.
  • A 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.
  • An 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.
  • A 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.
  • 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
  • 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.
  • A UI Control which displays a large set of Controls in a viewable area that you can see by using a scrollbar.
  • Your secret key is akin to a password and allows you to access your account resources when paired with your access key.
  • 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.
  • A cloth property that prevents cloth from penetrating itself.
  • A game server instance running on a machine.
  • The actions that Multiplay can perform on an instance of a game server. The actions include start, stop, and restart.
  • The number of game servers that each machine can host.
  • A file that exists within each game server instance’s server ID directory relative to the game binary and contains the allocation UUID.
  • A globally unique identifier for a specific customer service account. Multiplay uses the account service ID (ASID) to tie together resources, services, and account information.
  • A Unity facility that provides a growing range of complimentary services to help you make games and engage, retain and monetize audiences.
  • 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.
  • A key-value store that stores temporary information about a game session between a matchmaker and a game server.
  • The average number of sessions per person playing on a given day. Also known as Average Number of Sessions per DAU.
  • A 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.
  • A word that identifies a Shader 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.
  • An internal version of the Shader 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.
  • Unity's declarative language for writing shaders.
  • A UI component that adds a simple outline effect to graphic components such as Text or Image. It must be on the same GameObject as the graphic component.
  • A Texture that shares the same UV layout and resolution with its corresponding lightmap.
  • The amount of time that the reactive scaling system waits before shutting down a cloud machine with no allocated game server instances.
  • The process of binding bone joints to the vertices of a character's mesh or 'skin'. Performed with an external tool, such as Blender or Autodesk Maya.
  • A special type of Material used to represent skies. Usually six-sided.
  • Particles 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.
  • 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.
  • A Particle System property that sets the bias of the particle system sort ordering. Lower values increase the relative chance that particle systems are drawn over other transparent GameObjects, including other particle systems.
  • Any machine that calculates a difference analysis between two game image builds. Typically, the source machine is the build machine.
  • The process of mapping real-world surfaces into the virtual world.
  • The color of a specular highlight.
  • A bright spot of light that appears on the surface of shiny objects when illuminated.
  • A collision detection method that inflates broad-phase AABB of moving objects according to their velocities. This enables support for effects like rotations.
  • A sphere-shaped collider component that handles collisions for GameObjects like balls or other things that can be roughly approximated as a sphere for the purposes of physics.
  • A joint type that connects two Rigidbodies together but allows the distance between them to change as though they were connected by a spring.
  • A 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development.
  • A texture that is composed of several smaller textures. Also referred to as a texture atlas, image sprite, sprite sheet or packed texture.
  • A texture which defines which areas of an underlying image to reveal or hide.
  • A 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.
  • A component that lets you display images as Sprites for use in both 2D and 3D scenes.
  • An acronym for Server Query Protocol. It is a game server query protocol maintained by Unity that offers more functionality and flexibility than A2S.
  • Standard 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.
  • A 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.
  • A game server that exists on a machine that is in a shutdown state. The reactive scaler does not include such game servers in the available game servers pool.
  • Command-line flags or parameters to apply specific configurations to a game server at startup, such as log output destinations.
  • The 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.
  • A script that attaches to a state within a state machine to control what happens when the state machine enters, exits or remains within a state, such as play sounds as states are entered.
  • A technique Unity uses to draw GameObjects on the screen that combines static (non-moving) GameObjects into big Meshes, and renders them in a faster way.
  • A static GameObject that is receiving a shadow from another static or dynamic GameObject
  • A memory store that holds an 8-bit per-pixel value. In Unity, you can use a stencil buffer to flag pixels, and then only render to pixels that pass the stencil operation.
  • An estimate of how compelling a game is to its players. A high "sticky factor" means that players stick with an app over time.
  • Each 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.
  • Unity's code generation approach that makes it much easier to write lit shaders than using low level vertex/pixel shader programs.
  • A joint property that defines the axis around which the joint can swing.
  • A joint property that limits the rotation around one element of the defined Swing Axis.
  • T
  • 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 Avatar.
  • A reference word which you can assign to one or more GameObjects 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.
  • The number of game servers that a fleet or fleet region should have online and available for new players to join at any point in time.
  • 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.
  • A joint property to set the target position that the joint's drive force should move it to.
  • A joint property to set the desired velocity with which the joint should move to the Target Position under the drive force.
  • The landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain's Inspector window to create a detailed landscape.
  • A terrain-shaped collider component that handles collisions for collision surface with the same shape as the Terrain object it is attached to.
  • 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 iOS.
  • 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.
  • A field that allows the user to input a Text string
  • A Mesh component that displays a Text string
  • A TextField control displays a non-interactive piece of text to the user, such as a caption, label for other GUI controls, or instruction.
  • An image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail.
  • 3D Graphics hardware requires Textures to be compressed in specialised formats which are optimized for fast Texture sampling.
  • A file format for handling textures during realtime rendering by 3D graphics hardware, such as a graphics card or mobile device.
  • An Inspector that allows you to define how your images are imported from your project's Assets folder into the Unity Editor.
  • Platform-specific settings that allow you to set the resolution, file size with associated memory size requirements, pixel dimensions, and quality of your Textures for each target platform.
  • A simple class that allows a sprite to be rendered on a Tilemap.
  • A GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
  • A Unity Settings Manager that lets you set a number of properties that control timing within your game.
  • A checkbox that allows the user to switch an option on or off.
  • The process of remapping HDR values of an image into a range suitable to be displayed on screen.
  • 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).
  • The cumulative playing time of all people playing on a given day.
  • The average playing time of people playing on a given day.
  • The total IAP revenue, including revenue from both verified and unverified transactions.
  • The total number of game servers within a fleet or a fleet region.
  • The total number of sessions by all people playing on a given day. Also known as Total Sessions.
  • Revenue from Unity Ads and verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
  • A visual effect that lets you to make trails behind GameObjects in the Scene as they move.
  • A Transform component determines the Position, Rotation, and Scale of each object in the scene. Every GameObject has a Transform.
  • Any machine state that is transitionary, such as when a machine is booting or shutting down.
  • The blend from one state to another in a state machine, 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.
  • The three degrees-of-freedom associated with translation (movement in X,Y & Z) as opposed to rotation.
  • A GameObject and associated Component that allows you to add tree assets to your Scene. You can add branch levels and leaves to trees in the Tree Inspector window.
  • U
  • (User Interface) Allows a user to interact with your application.
  • A 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.
  • A game server that is available to fulfill an allocation request.
  • A data platform that provides analytics for your Unity game.
  • See Cloud Build
  • A suite of cloud-enabled tools that help you collect and identify issues that users encounter with your apps.
  • Abbreviation of Unity In App Purchase
  • A downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your project in Play Mode from the Unity Editor.
  • The 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.
  • An IAP feature that supports Microsoft's In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application.
  • Players to whom you have assigned Gender.Unknown. (Players whose gender has not been reported at all are not included in this segment.)
  • The process of unreserving a game server once it's no longer needed for a game session.
  • A game server that has repeatedly failed to respond to the implemented game server query protocol.
  • 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.
  • A Package managed by the Unity Package Manager.
  • V
  • 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.
  • A vector that defines the speed and direction of motion of a Rigidbody
  • Revenue from verified IAP transactions. IAP verification is currently supported by the Apple App Store and the Google Play Store.
  • 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.
  • Players who made verified IAP purchases. IAP verification is currently supported by the Apple App Store and the Google Play Store.
  • A system for managing file changes. You can use Unity in conjunction with most common version control tools, including Perforce, Git, Mercurial and PlasticSCM.
  • A program that runs on each vertex of a 3D model when the model is being rendered.
  • A Unity API that allows you to record videos directly to the file system in the MP4 format.
  • The user's visible area of an app on their screen.
  • A system that immerses users in an artificial 3D world of realistic images and sounds, using a headset and motion tracking.
  • A component that enables you to easily create GUI-specific functionality.
  • A 3D pixel.
  • A virtual reality diagnostic tool by Sony Interactive Entertainment for PlayStation 4.
  • 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.
  • W
  • Machines within a fleet in a transitory shutdown state before Multiplay removes them completely. After a fleet descales, Multiplay keeps the machines in the shutdown state for the predefined shutdown time to live (TTL) before deleting them. While in the temporary shutdown state, these machines serve as "warm capacity" for the fleet to use if player demand increases before the shutdown TTL.
  • Machines within a fleet in a transitory shutdown state before Multiplay removes them completely. After a fleet descales, Multiplay keeps the machines in the shutdown state for the predefined shutdown time to live (TTL) before deleting them. While in the temporary shutdown state, these machines serve as "warm capacity" for the fleet to use if player demand increases before the shutdown TTL.
  • A 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.
  • Players who have spent at least $20 in their lifetime.
  • A special collider for grounded vehicles. It has built-in collision detection, 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.
  • Nintendo's eighth generation video game console.
  • A GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree.
  • The area in your scene in which all objects reside. Often used to specify that coordinates are world-relative, as opposed to object-relative.
  • X
  • Microsoft's eighth generation video game console.
  • An 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.
  • Z
  • The process of updating a game image gracefully, without taking any game servers offline.
  • A camera control that lets you scale the view on your screen. To zoom a camera in the Unity Editor, press Alt + right click and drag.