Glossary

Active read access

(Not relevant if you're using the GDK for Unreal.)
A worker instance has active read access to a component on an entity when it is receiving updates about that component from the entity database.

More information: Active read access

Assembly

An assembly is created when you build. It contains executable files for the client-workers and server-workers, the schema .descriptor file for cloud deployments, worker metadata from the worker.json file, and the assets your worker instances use (like models and textures used by a client to visualize the game).

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The SpatialOS CLI

(Not relevant if you're using the GDK for Unreal.)
The SpatialOS CLI provides a set of commands that you use to interact with a SpatialOS project.

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Client-worker

A client-worker instance is part of a player's game client; that is, their game executable program.

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Cloud deployment

A cloud deployment is a deployment of your game/project in the cloud.

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Console

The Console (outside of China/in China) is the main landing page for managing cloud deployments. It shows you:

  • your cloud project name
  • running and previous cloud deployments using that cloud project name
  • all the assemblies you’ve uploaded using that cloud project name
  • a page for each deployment, which shows its status, and gives you access to the Inspector, Logs, and Metrics pages for that deployment.

Deploying

SpatialOS hosts the server element of your multiplayer game. You set up the server hosting via SpatialOS deployments. This means launching your game with its own instance of SpatialOS. This SpatialOS instance sets up the world based on a snapshot, then starts up the worker instances needed to run the game world.

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Entity

All of the objects inside a SpatialOS world are entities: they’re the basic building block of the world. Examples include players, NPCs, and objects in the world like trees.

Entities are made up of components, which store the data associated with that entity.

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Command

Commands are one of the things that can be contained in a component. They're essentially a remote procedure call (RPC). Commands facilitate communication in the other direction to events and properties: they allow any worker instance to send a request to the worker instance with write access authority to a specific component. The receiving worker instance can take action and should respond to the request.

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EntityId

(Not relevant if you're using the GDK for Unreal.)
An EntityId uniquely identifies each entity in the world and in a snapshot.

Local deployment

A local deployment is a deployment of your game/project on your local development machine.

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Locator

The Locator is the SpatialOS service responsible for connecting a client-worker instance to a deployment.

Unity with SpatialOS

The GDK for Unity is a Unity-native experience for developing games with SpatialOS. The GDK for Unity is a toolkit for developing worker types using Unity, built on top of the Worker SDK in C#. It includes APIs for interacting with a SpatialOS world.

See the GDK for Unity documentation.

Unreal with SpatialOS

The GDK for Unreal is an Unreal-native experience for developing games with SpatialOS. The GDK for Unreal is a toolkit for developing worker types using Unreal, built on top of the Worker SDK in C++. It includes APIs for interacting with a SpatialOS world.

See the GDK for Unreal documentation.

Worker types and worker instances

When you develop your game, you set up worker types. These are like molds for the worker instances which do the actual computation.

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Write access authority

(Not relevant if you're using the GDK for Unreal.)
A worker instance has write access authority over a component on an entity when it is sending updates about that component to the entity database, so that other worker instances can receive updates about the changes to the component.

More information:

Updated 8 months ago


Glossary


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