Scripting (or creating scripts) is writing your own additions to the Unity Editor’s functionality in code, using the Unity Scripting API.
When you create a script and attach it to a GameObjectThe 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. More info
See in Glossary, the script appears in the GameObject’s InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary just like a built-in component. This is because scriptsA 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. More info
See in Glossary become componentsA 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. More info
See in Glossary when you save them in your project.
In technical terms, any script you make compiles as a type of component, so the Unity Editor treats your script like a built-in component. You define the members of the script to be exposed in the Inspector, and the Editor executes whatever functionality you’ve written.
Read more about creating and using scripts in the Scripting section of this User Manual.