Glossary
Asset terms
Asset:
Any media or data that can be used in your game or project. An asset may come from a file created outside of Unity, like a 3D model, an audio file, or an image. You can also create some asset types in Unity, such as an Animator Controller , an Audio Mixer, or a Render Texture. See Asset workflow.
Asset package:
A collection of files and data from Unity projects or elements of projects, compressed and stored in one file, similar to Zip files, with the .unitypackage extension. Asset packages are a handy way of sharing and re-using Unity projects and collections of assets. See Asset packages.
Asset Store:
A growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of textures, models, animations, project examples, tutorials, and Editor extensions. See Using the Asset Store.
Package:
A container that stores various types of features and assets for Unity. Packages are self-contained units that the Unity Package Manager can share across Unity projects. Most of the time, these are called packages, but occasionally they are called Unity Package Manager (UPM) packages. See Unity's Package Manager.
General terms
Ignore file:
A special file used in many Version Control Systems which specifies files to be excluded from version control. In Unity projects, several files can be excluded from version control. Using an Ignore File is the best way to achieve this. See Using external version control systems with Unity.
Project:
In Unity, you use a project to design and develop a game. A project stores all of the files related to a game, such as the asset and Scene files. See 2D or 3D projects.
Version Control:
A system for managing file changes. You can use Unity in conjunction with most version control tools, including Perforce , Git, Mercurial, and PlasticSCM. See Version Control.
Plastic SCM terms
Checkin:
Checkin is the act of submitting changes to the repo. You must enter a comment in the text box before you can check in your changes.
Developer Mode:
Developers have access to the branch explorer directly from inside Unity and easily switch branches.
Gluon Mode:
Artists can take advantage of the Gluon visualized interface and workflow from inside Unity.
Organization:
The organization handles different sets of repositories in the Cloud. Inside the organization, you can create as many repositories as you need.
Workspace:
Your workspace interacts with the version control, where you download the files and make the required changes for each checkin.