Glossary
The game-making words these pages use, in plain English.
Agent: the component that turns an entity into a robot you can talk to. It holds the robot's voice, personality and visual description.
Appearance: the component that gives an entity its look, using one 3D model.
Area of Interest: the edges of your scene. The editor looks after it for you, so you won't see it.
Asset: something you can reuse across your map: a 3D model, a voice, a page of lore or a personality. Many entities can use the same asset.
Collaborate: a link that lets a friend build in your map with you, at the same time. They work on your map, not a copy.
Component: a piece you add to an entity to give it a look or a behaviour. Appearance, Agent and Spawn Location are all components.
Entity: anything you place in your map, like a floor tile, a lamp post or a robot. The list on the left shows them all.
Environment: the scene's sky and lighting: dawn, day, sunset or night. Set per scene, in the inspector with nothing selected.
Explorer: the list at the top of the left side that shows every entity in your scene.
Humanoid Body Parts: the component that builds a robot body piece by piece (head, hat, glasses and so on). Also carries its Plastic and Metal materials.
Inspector: the panel on the right, where you change the settings of whatever you picked.
Library: the bottom of the left side, full of pieces you can drag into your map.
Lore: a page of facts about one subject, like your town's history. Robots can learn it, and scenery can use it so players can ask about it.
Lore collection: a list of lore pages, so you can give a robot several at once.
Map: everything you are working on: scenes, entities and the assets they use. Saves itself continuously.
Material: a colour for a robot's plastic or exterior metal, picked from a row of swatches.
Personality: the asset that makes a robot a character: its bio (who it is), its knowledge (the lore it knows) and examples of how it talks.
Point of Interest: the component that lets players ask a robot about a piece of scenery, like a statue or a shop.
Prefab: a reusable arrangement of entities placed as one unit. The three shipped robots are prefabs.
Prefab variables: the few fields a prefab leaves open for you to change on each instance. The Robot prefab's are Personality, Voice, Plastic and Metal.
Publish: putting your map online so other players can find and play it.
.roboworld: a whole map saved as one file, with its picture. Download as .roboworld makes one, and Import a file opens one.
Scenario: a built place you start a new map from: ground, lighting and usually a spawn point, sometimes robots. Offered by Choose a scenario.
Scene: one place in your map. Most maps have one scene.
Spawn point: where the player appears when your map starts. It's an entity with a Spawn Location component.
Spawn Location: the component that marks the spawn point. Keep it on an entity of its own.
Trigger: something that makes an event happen when the player touches or uses it, like a door that opens. The editor doesn't have triggers yet.
Tutorial: a small finished map that teaches one thing, opened as your own copy from the Tutorials tile on the start screen.
Validation checks: the checks the editor runs before Play, Publish and Download as .roboworld. If something in your map is broken, they stop and tell you what to fix.
Viewport: the 3D view in the middle of the screen, where you place and move entities.
Visual description: a sentence about what a robot or a piece of scenery looks like, so a robot can describe it.
Voiceset: a robot's voice, set in the Voice setting. You only hear it in the game.