A to Z
Glossary
Every concept in this sheet, plus the smaller terms it uses. Select a concept to open its card.
#
- 2D or 3D
- 2D games use sprites on a flat plane with x and y positions; 3D games use meshes, cameras, lighting and a third axis. 3D multiplies the art, animation, camera and physics work.
C
- C# essentials for Unity
- The parts of C# you use daily in Unity: classes, fields and properties, lists and dictionaries, enums, interfaces, events, and
ScriptableObjectfor shared data assets. - Cloning classic games
- Rebuilding a small, well-known game such as Pong, Breakout, Flappy Bird, Snake or Asteroids to learn the engine without having to design anything.
- Components and composition
- Building game objects from small parts: a health component, a mover, a sprite, a collider.
D
- Debugging games
- Printing values to the console, pausing on breakpoints in your IDE, and drawing debug lines, shapes and text in the game view to see what the code thinks is happening.
E
- Engine licences and fees
- As of 2026-09: Godot is free under the MIT licence with no fees.
- Events, signals and dispatchers
- A way for an object to announce that something happened, such as "health changed", so that any number of listeners can react without the sender knowing about them.
- Exposed variables
- Variables marked so they appear in the editor, where you or a designer can tune them without touching code.
G
- Game engine
- Software that runs the game loop for you and provides rendering, physics, input, audio, animation, an editor and export to each platform.
- Game jam
- An event where people make a game to a theme in a fixed time, usually 48 to 96 hours, then play and rate each other's entries.
- Game loop
- The loop every game runs many times a second: read input, update the game state, then draw the frame.
M
- MonoBehaviour and GetComponent
- The base class for Unity scripts that live on GameObjects.
P
- Prototype and vertical slice
- A prototype answers one question, usually "is this mechanic fun?", with placeholder shapes.
S
- Scope control
- Deciding the smallest version of a game that is still fun, writing it down, and saying no to everything else until it ships.
- Script lifecycle
- The functions the engine calls on your code at set moments: once when the object is created or enters play, then every frame, then at a fixed physics rate, and finally when it is destroyed.
- State machine
- Modelling an object as one state at a time, such as idle, running, jumping or attacking, with clear rules for moving between states.
V
- Version control for games
- Git with a
.gitignorethat skips generated folders (UnityLibrary, Godot.godot, UnrealIntermediateandSaved), and Git LFS for large binary files such as textures, audio and models.