Boilerplate : Something ready to use, to simplifying a task or an action. Example : starter template

Rasterization Step : Scan Converted Triangle

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, …