Any image, 3D model, or object used in game Worlds. Organized into Objects and Characters in the Asset panel.
A collection of PNG images added to the project. Any time you add an image file to an asset or node, it is stored and referenced in an atlas. See Atlas Editor.
The properties of an asset that you can edit in the Options panel.
An image or video advertisement that occupies the bottom portion of a UI in a game.
Applies a gameplay feature or specific functionality with customizable attributes to an asset.
An asset in a game that is followed by the camera. See Creating Characters.
A type of collision group assigned to an asset that awards points to players when a Character collides with an object.
A group of assets that allows If Collide nodes to be affected by all assets sharing the same group name. Selected in the Options panel of the asset. See also FAQs.
The surface area around an object that gets affected when two objects from different collision groups collide. See Changing Collision Shapes.
The attributes of a World or UI node that can be edited in the Options panel.
A numeric value used to subtract from the Health of objects. For details, see Manage Health, Damage, and Defeat.
A type of collision group assigned to an asset that can harm a Character. See Adding Enemies.
Something that happens during the game or session that is used to determine when the game should advance to another level or UI.
The extent of the observable game world that the player can see on the screen during the game.
The amount of constant force applied to an axis within a 3D World, which allows creating natural movement of an object. Defined in the Options panel of a World node.
A set number of hit points that determines how often an Object or Character can receive damage before they been defeated. For details, see Manage Health, Damage, and Defeat.
A “solid” shape that reflects only the outer frame of the selected shape, without details such as a hole in a torus, for example. No objects can go through a Hull collision shape.
A short video advertisement that plays after a user enters a User Interface a set number of times. Defined in the Options panel of a UI node.
An asset that displays text on the screen. Labels listed in the Asset panels are basically fonts added to the game using the Font Editor.
A World, or a series of Scenes. See also World Nodes.
The surface of a 3D model that defines its shape. Selected in the Options panel of the asset.
A graphical representation of the game with visual connections between its nodes, such as UI screens and 3D Worlds, indicating their relationships. The Mind Map allows you to map and organize the flow of your game and includes the root Start Node that loads your game.
A muted scene is an inactive scene marked with a red line underneath the scene name in the Scene Selector. A muted scene will not show up in the preview or in the final export.
A visual representation of a coded functionality within an asset. Each node can connect with another node through their input and output connections. See Node Anatomy.
A graphical representation of the asset’s behavior with visual connections between its nodes. It may include individual nodes from the Node Panel or Brainboxes.
The line that connects the input of one node to the output of another.
Any type of asset used in game Worlds that is not a Character. The player can control objects, but the game camera cannot follow them.
A panel in the World and UI Node workspaces that lists the added assets in hierarchical order. See General Workspace Overview.
The path between the end point and the starting point that an object will follow in a scene.
The checkbox in the Start Node of an asset that is used to determine if an object’s position and rotation is affected by gravity or other objects.
A type of collision group that defines an object as a platform or surface that an Object or Character can move on or land on while Gravity is active.
A value that is awarded to players based on progression within the game.
An additional source of light that you can add to a scene from the Asset panel, which emits light within a given diameter range. See also Point Light Options.
The X, Y, and Z axes of an object that is placed within the scene.
A type of node that allows the user to move to a random UI or World.
The total amount of Points the player has earned throughout the game. See Adding Score.
A collection of bones or joints bound to an asset and organized in a hierarchy that allows the asset to bend, twist, and change form while animating. See also Importing 3D Animations or Sub-Scene Node.
An additional source of light that you can add to a scene from the Asset panel, which projects light onto a surface. See also Spotlight Options.
A two-dimensional image that is made up of small images combined into one larger image at defined X and Y coordinates.
A solo scene is the only active scene in a World marked with a blue line underneath the scene name in the Scene Selector. A solo scene will be the only scene that is shown in the preview and the final export. To solo a scene, right-click the scene name and select Solo.
A numeric value that sets the amount of motion being displayed on a screen. Defined in the Options panel of a World node.
This term may refer to either of the following:
An image that is applied to the entire surface of a 3D model. Selected in the Options panel of the asset.
A numerical value that defines a limit before a specific attribute becomes active. For example, see the threshold settings for adding and deleting scene during a game session in the Options panel of a World node and the Follow Threshold in the Camera Options.
How often physics is being calculated per second. Defined in the Options panel of a World node.
A numeric value that defines the speed of time in a World. Defined in the Options panel of a World node.
A type of node on the Mind Map that allows you to create menus and overlays with in-game information, for example, points, health, and so on. See UI Nodes.