# Glossary

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

<table><thead><tr><th width="228">Term</th><th>Description</th></tr></thead><tbody><tr><td><a href="/pages/fRgMjGaAQl0KehGRZqOV"><strong>Existent Stage</strong></a></td><td>Representation of a physical play area - it’s made up of a boundary and one or more obstacles that can represent immovable objects in your play area such as pillars or walls.</td></tr><tr><td><a href="/pages/Br85jLezwXwyoGEmAIDd"><strong>Existent Space</strong></a></td><td>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.</td></tr><tr><td><a href="/pages/t01VgknlGFtvOf1Y4FhO"><strong>Existent Vehicle</strong></a></td><td>A Vehicle is a special type of space that can be animated between a source and destination space to create seamless movement of players and objects between spaces within the virtual environment.  You can use Vehicles to represent any kind of transportation mechanism you want whether its a ski lift, ambulance, magic carpet or shrink ray.</td></tr><tr><td><a href="/pages/QoobE2UsmLwsQaOccSqk"><strong>Existent Player</strong></a></td><td>The Existent Player is a special type of Pawn that represents an HMD wearing player in an Existent application.  </td></tr><tr><td><a href="/pages/47pBD5cRhWvDNKO2trmC"><strong>Prop / Tracked Object</strong></a></td><td>Any actor that has an Existent Tracker Component attached.  Typically, Tracked Objects are used to 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.  The in-engine mesh will be synced accurately to the location of the real world object.</td></tr><tr><td><strong>Locally controller Player</strong></td><td>Sometimes shortened to “local Player”.</td></tr><tr><td><strong>Remote Player</strong></td><td><br></td></tr><tr><td><strong>Proxy Player</strong></td><td><br></td></tr></tbody></table>


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