πŸ“•Glossary

Defines key terms used throughout the documentation, offering clear explanations to ensure understanding of the specific functionalities and components within Existent.

TermDescription

Representation of a physical play area - it’s made up of a boundary and may also include obstacles that can represent immovable objects in your play area such as pillars or walls.

A location in the virtual world that can be represented by a Stage. Spaces are containers for all the players and tracked objects in your application. Every player and object can only exist within one Space at a time but can move from Space to Space at runtime.

A Vehicle is a special type of Space that can move smoothly between a source and destination Space, optionally taking Players and props along for the journey.

The Existent Player is a special type of Pawn that represents an HMD-wearing player in an Existent application.

Any Actor that has an Existent Tracker Component attached. Typically, props represent the digital counterpart of a real world object in your application. For instance, you might have a physical fire extinguisher prop which you represent with a tracked object Actor that contains a Tracker Component and a mesh representing the fire extinguisher.

Locally controller Player

Sometimes shortened to β€œlocal Player”. This is the Existent Player being controlled by the headset connected to the current PC. Since your movements in the headset directly control your local Player, this data has to be replicated to other participants in a multiplayer setting. In a single-player experience, this is the only Player in the game.

Remote Player

A Player that is controlled by a user from a different machine over the network.

Proxy Player

A proxy Player is your local copy of a remote Player being controlled by someone else over a network. From the point of view of your PC, every Player instance in your game that isn't the local Player is a proxy Player.