Skip to main content

Glossary and units

Words this section uses in a specific way, and every unit in one place. Worth a skim before you read anything else — several of these terms mean something narrower here than they do generally.

Terms

TermWhat it means here
Projectthe top container: spaces, resources, settings and publications
Spacea world holding one or more scenes
Scenean object carrying an anchor — what decides when it appears
Objecta name plus a set of components
Componentone capability of an object, with its own settings
Anchora scene's trigger: image, QR, location, face, surface, panorama, or plain 3D
Anchor groupscenes sharing a trigger — only one of them shows at a time
Eventa trigger plus a list of steps
Triggerwhen something happens: on-click, on-launch, on-collide
Stepwhat to do: play_animation, set_state, set_visibility
Branchone of several outcomes of a trigger — entered and left, pressed and released
Statea named snapshot of an object's settings
Preset / baran animation on the timeline, and one object's part in it
Patchbehaviour drawn as a graph
Scriptbehaviour written in TypeScript
Carda DivKit resource — the 2D interface layer
Prefaba saved tree of objects, reusable as a resource
Publicationa snapshot of your project that the player opens
VPSpositioning against a scanned map of a real place — an option on a surface anchor

Units

QuantityUnitWhere it differs
Positionmetres
Rotationdegrees everywhere you can see itradians when read or written from a script
Scalea multiplier, 1 being natural size
Animation timesecondsmilliseconds on state switches and transitions
Opacity0 to 10 to 100 in the opacity animation step
Clip framescounted at 30 frames per second
Font sizepixels, where 1000 px is one metre
Texture rotationdegrees