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The Endless Mission Wiki
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__NOTOC__ {| | style="width: 1100px;" | |} {|style="height:30px;" |} __TOC__ {|style="height:30px;" |} {| | style="width: 1500px;" | ===Assets=== Assets are the individual object that make up a game, anything from a tree to a full character you can move around. Assets can be dragged and dropped from the [[#Library|Library]] into the [[#Viewport|Viewport]]. You can import, edit, and save assets of your own to the [[#Library|Library]], and also [[#Publish|publish]] assets so other people can download them. <br></br> [[File:Editor_-_Avatar_Box.png|thumb|left|500px|Parent and child relationship between assets in the Hierarchy]] Any assets you use in your game are listed in the [[#Hierarchy|Hierarchy]]. Sometimes, you may see arrows next to assets. Clicking on them will expand or collapsed a list of more assets. When an asset has nested objects, it has a ''parent and child'' relationship to other assets. A ''parent'' is the root asset containing ''children'' assets. Think of it as a box that contains assets. <br></br> A parent object, Avatar, and its children show in the Hierarchy.]] In the example image, Avatar is the parent asset of CapitanBlackclaw. We can also say that CapitanBlackclaw is a child asset of Avatar. The assets listed under CapitanBlackclaw (Audio Listener, Platformer Camera Rig, etc.) are also children of Avatar. <br> When you start creating games, it is easy for the [[#Hierarchy|Hierarchy]] to quickly get crowded with assets. Making empty parents assets can be a useful way to organize the [[#Hierarchy|Hierarchy]] and make assets easy to find. <br></br> Assets can also be referred to as ''gameobjects''. <br></br> <br></br> ===Audio Source=== An audio source is a [[#Component|component]] that is attached to an asset to play back sounds. You can change the audio file that plays and adjust its volume within the [[#Inspector|Inspector]]. ===Avatar=== An avatar is an asset that you play as in a game. The avatar is also referred to as a ''character controller''. It holds multiple [[#Components|components]] and [[#Scripts|scripts]] that can be edited to control things like movement, input, and interactivity with other assets, especially ones like collectibles and enemies. ===Collider=== A collider is a [[#Component|component]] that is attached to an [[#Asset|asset]] to defines a shape for the purpose of physics based collisions. Collisions are they way by which assets interact with each other, like when an avatar collects a coin. Colliders are only visible in the [[#Viewport|Viewport]]. Colliders don't necessarily need to be the same size and shape of the asset they are attached to. They can be scaled to fit whatever you may need them to do. Colliders can behave as collisions or triggers. When you attach a collider to an asset, you won't be able to go through that asset, as the collider will act like a barrier between the asset it is attached to an the asset colliding with it. However, when you set the collider to be a trigger, you will be able to go straight through the asset. Colliders are also called ''trigger zones'' or ''trigger volumes''. Collider behavior can be customized using [[#Scripts|scripts]]''. You can control what happens when an asset enters a trigger or when two assets collide with each other. It's important to note, however, that colliders work when at least one of the assets colliding has a [[#Rigidbody|Rigidbody]]'' attached to it, which is most often the avatar. ===Console=== The console is a panel that shows errors and warnings that may cause your game not to function properly. CLicking on the + button will expand the panel; the - button will collapse it. The ''Clear'' button will clear out the content in the panel. However, if you have persisting errors that won't allow your game to be played, the ''Clear'' button will not remove them. Information on common console errors can be found in [[Script Troubleshooting]]. ===Component=== A component is an attachment to an [[#Asset|asset]] that adds specific functionality or behavior. [[#Collider|Colliders]], [[#Rigidbody|Rigidbodies]], [[#Audio Source|Audio Sources]], [[#Transform|Transform]], and [[#Script|Scripts]] are all types of components. Generally, the [[#Property|properties]] and [[#Value|values]] of a component can be edited in the [[#Inspector|Inspector]]. All components work through [[#Script|Scripts]], some of which are user facing, which you can edit, and others that are not. ===Filter=== A filter is one of the ways that [[#Assets|assets]] can be categorized in the [[#Library|Library]]. Using them will help you look for specific [[#Assets|assets]] by genre or type. To use a filter, click on the ''Filter'' button at the top of the [[#Library|Library]] panel and click on the checkbox of the filter you'd like to use. ===Gizmos=== A gizmo is a visual that appears in the [[#Viewport|Viewport]] that acts as an aid to help you see, move, rotate, and/or scale an [[#Asset|asset]] better. You can click and drag the move, rotate, and scale gizmos along the X, Y, and Z axes to modify an [[#Asset|Asset]]. Each axis is color-coded. <br> Clicking and dragging on the move gizmo from the center will move the [[#Asset|asset]] around the [[#Viewport|Viewport]]. <br> Clicking and dragging on the scale gizmo from the white box in its center will allow you to ''uniformly scale'' the [[#Asset|asset]], making it the same size on all axes. ===Hackable Transform=== Hackable Transform is a special [[#Component|component]] made for The Endless Mission that allows players to hack the position, rotation, and scale of assets in your game. You can enable or disable [[#Assets|assets]] from being hackable by clicking on the Hackable Transform checkbox in the [[#Inpsector|Inspector]]. You can set minimum and maximum [[#Value|values]] for the different Hackable Transform [[#Property|properties]] to prevent players from manipulating assets in ways you wouldn't like them to. ===Hierarchy=== [[File:Project Hierarchy.png|thumb|left|200px|The Hierarchy panel]] The Hierarchy is a panel in the Editor that contains a list of all the [[#Assets|assets]] that are currently in the game within the [[#Viewport|Viewport]]. It appears on the left side of the screen. Clicking on the arrows beside [[#Assets|assets]] will collapse or expand their contents, revealing their parent and child relationships. Clicking on any [[#Assets|asset]] will reveal its [[#Component|components]] in the [[#Inspector|Inspector]] panel. ===Inspector=== [[File:IntermediateTutorial2-4.png|thumb|right|450px|The Inspector panel]] The Inspector is a panel in the Editor that allows you to view and edit [[#Variable|variable]] values of [[#Components|components]] attached to an [[#Asset|asset]. You can also add or remove components from an asset within the Inspector. ===Library=== The Library is a panel that stores all of the [[#Assets|assets]] available to use in the Editor. These include assets from the [[Core Games]], [[Smart Objects]], and imported [[#Assets|assets]]. If you are looking for a specific style or type of [[#Asset|asset]], use a [[#Filter|Filter]]. ===Material=== A material is a component attached to an asset that has visual capabilities. A material has several variables that can change an asset's color, texture, and visual effect. ===Mesh=== A mesh consists of triangles arranged in 3D space to create the impression of a solid object. in the Editor, you will see the component ''Mesh Collider'', a [[#Collider|collider]] that takes the shape of the [[#Asset|asset]] it is on. ===Navigation Mesh=== A navigation mesh is a process that collects information from [[#Render|Render]] meshes and [[#Terrain|terrain]] to create walkable surfaces for assets that move in a level using artificial intelligence. ===Physics=== Physics refers to the ability a game has of having believable gravity and responsive collisions between [[#Assets|assets]]. Physics relies on a handful of [[#Components|components]] to work properly, mainly [[#Colliders|colliders]], [[#Rigidbody|rigidbodies]], and [[#Scripts|scripts]]. ===Primitives=== Primitives are basic 3D [[#Assets|assets]] with no [[#Material|Material]] or [[#Texture|Texture]]. By default, they appear grayish-white and come in simple shapes like a box, sphere, cone, etc. Primitive shapes are helpful in level design and prototyping. ===Publish=== To publish means that you upload a game or asset via the internet to The Endless Mission community. More on publishing can be found on the [[Endless Basics]]. ===Renderer=== A renderer is what makes an [[#Assets|asset]] appear on the screen. Renderers can be disabled in the [[#Inspector|Inspector]] to make [[#Assets|assets]] invisible. ===Rigidbody=== A rigidbody is a [[#Component|component]] that enables your [[#Assets|assets]] to act under the control of [[#Physics|Physics]]. The rigidbody can receive forces and torque to make your o[[#Assets|assets]] move in a realistic way. Any [[#Assets|asset]] must have a a rigidbody [[#Component|component]] attached to be influenced by gravity, act under added forces with [[#Script|scripts]], or interact with other [[#Assets|assets]]. ===Script=== [[File:Code Panel.png|thumb|right|425px|A sample of a script]] A scripts is a special [[#Component|component]] that contains code that is editable. A [[#Property|property]] and/or [[#Value|value]] can be made available to edit easily in the [[#Inspector|Inspector]] so that you don't have to go to the code every time you want to change something. [[#Assets|Assets]] some may contain references to scripts that exist in the [[#Library|Library]] and not inside of your game. More on scripts can be found in [[Scripting References]]. ===Smart Objects=== Smart Objects are [[#Assets|assets]] and [[#Scripts|scripts]] in the [[#Library|Library]] that work out of the box. They make creating games easier and quicker. Some smart objects are a combination of visuals, [[#Scripts|scripts]] and [[#Component|components]] that can be customized to better fit the design of your game. Other Smart Objects exist only as a singular visual, [[#Scripts|script]] or [[#Component|component]] with specific defined behavior that you can attach to any ''asset'' to further customize your games. More about how to find and use them can be found in [[Smart Objects]]. ===Terrain=== Terrain is a system for creating landscape. Currently, there is not way to edit a terrain in the Editor but you can use terrain [[#Assets|assets]] as they are from the [[#Library|Library]]. The RTS and Platformer [[Core Games]] and [[Templates]] use terrains. ===Texture=== Textures are image or movie files that lay over or wrap around your [[#Assets|assets]] to give them a visual effect. They work together with [[#Material|materials]] to change the visuals of an [[#Assets|asset]]. ===User Interface=== User Interface (UI) refers to 2D elements on the screen that typically keep track of gameplay information like time, health, amount of collectibles acquired, etc. UI elements are usually anchored to a side or corner of the screen. ===Variable=== A variable is representation of an [[#Assets|assets]]'s aspects, like move speed or jump height. Variables come from code inside [[#Scripts|scripts]]. Changing the value of a variable allows you to change the behavior of the [[#Assets|assets]]. Variables appear within [[#Component|components]] in the [[#Inspector|Inspector]]. More on variables and values can be found in [[Scripting References]]. ===Viewport=== The Viewport is the visible screen space in the Editor that gives you a camera view of the entire spatial environment of the currently loaded game. The Viewport is also referred to as the ''Scene View''. All game and level design is done within the Viewport. ===Viewport Toolbar=== [[File:NewviewportToolbar.PNG|thumb|left|450px|The Move, Rotate, and Scale widgets on the Viewport Toolbar]] The Viewport Toolbar refers to the toolbar of widgets located at the bottom of the Editor. The first three buttons allow you to Move, Rotate, and Scale [[#Assets|assets]] within the [[#Viewport|Viewport]]. The other buttons allow you to change the position of an [[#Assets|assets]] for rotation. |} {|style="height:30px;" |} {| | style="width: 1100px;" |
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