Boilerplate : Something ready to use, to simplifying a task or an action. Example : starter template
Invariance guarantee : The guarantee that if you pass the same input vertex data through the same vertex processor, you will get identical output.
GameObject : Object of the scene on which we can attach components
Component : Script that inherit from MonoBehaviour class and that you can attach on GameObject.
Prefabs : GameObject saved in the project to be able to reuse it later
Hierarchy : Editor panel that contains all the game object in the scene
Scene : Editor panel where we can add, edit, or remove GameObjects. This is also a file type that contains all the settings/values of the GameObjects, components, …
Project : Editor panel that contains all the files relative to the game
Resources folder : Folder where included files can be call in runtime.
Editor folder : Folder where included files are exclude from the final builds. These files are used to extend the editor.
Inspector : Editor panel that list the components attach to the selected GameObject, and where you can tweaks component’s properties.
ShaderGraph : Editor panel where you can create shader visually.
Editor : The Unity editor
Animator : Editor panel where you can see the animation attach to the selected GameObject or animation controller.
Project settings : Editor panel where you can edit various settings like : import, input, lightning, audio, quality, physics, tags & layers, …