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Unity glossary

Unity uses a component-based design. Most beginner terms are about how objects are assembled, edited, and reused in scenes.

GameObject

The basic object container in a scene.

A GameObject is the thing you place in the hierarchy. It becomes useful when you attach Components such as Transform, MeshRenderer, Collider, or your own scripts.

Component

A unit of behavior or data attached to a GameObject.

Unity encourages you to build an object by stacking Components instead of putting everything into one huge class.

Scene

A level or working space saved as a file.

Scenes hold the current arrangement of GameObjects. Beginners often use a scene as one level, one menu, or one test space.

Prefab

A reusable template for a configured object.

If you build one enemy, coin, or button and want copies that stay linked to the same base setup, you make a Prefab.

Inspector

The panel where selected object properties are edited.

Most beginner work in Unity happens through the Inspector because it lets you change component values without rewriting code.

Canvas

The root area for Unity UI.

UI elements such as buttons, labels, and panels are usually created under a Canvas so they render correctly on screen.