This page lists and describes the most common terms used in Flax Engine. For instance, if you find yourself asking questions like "What is an Actor", or "What is a Visject", this page will help you with an understanding of what each term means, links are provided for more documentation and guidance on working with them.
|Project||It is a self-contained directory that holds all the game files used during the development. See Flax projects structure page to learn more about it.|
|Actor||Actors are objects that can be placed in your level. Every Actor is linked to the parent actor (except the Scene actors which are root of the hierarchy) and can have child actors (tree hierarchy). Actors have own 3D transformation (translation, rotation and scale) and inherit the parent actor transformation. You can attach C# scripts to the actors and spawn/destroy them at runtime. See Actors page to learn more about it.|
|C# Script||It is a text document that contains a source code of the custom Script class implementation written in a C# language.|
|Scene Objects||This term refers to both Actors and Scripts as they can be instantiated in your game and appear on the scene. Every scene object can be created and destroyed at runtime and is identified by the Object.ID.|
|Visject||It is a visual surface graph that contains nodes connected to a network. For instance, it is used by the Materials Editor to create material shaders. Visject was a name of the deprecated visual scripting interface that was featured in a very old version of the engine. It has been replaced by the C# scripts.|
|Prefab||An asset in json format that contains a prefab data. It holds serialized data of the prefab objects collection. Prefabs can be instantiated to reuse the objects within an archetype.|
|Prefab Instance||Spawned prefab objects, contain links to prefab asset and prefab objects, can be modified at runtime, can contain more than one actor (whole actors tree, including nested prefabs).|