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Glossary

Every editor term with a one-line meaning, grouped by topic

This is the canonical list of the project's terms. The game's interface, these docs and every other text about Bullet Hero use these words, and a new term is added here first

The same terms are in the editor's own guide: Reference → Glossary. The wording there and here matches word for word

Level content

TermMeaning
LevelEverything one playthrough is made of: objects, audio, events and its own resources
ObjectOne authored thing on the timeline, with a lifetime, a transform and a parent
RectAn object that draws nothing: a transform, a lifetime and children. Every other type adds to it
ShapeReal geometry an object draws - not a picture. Around 500 are generated by the game
ColliderWhat an object is HIT by. It need not agree with what the object draws
PrefabA reusable template of objects, placed into a level as many times as needed
Prefab ModeEditing a template's own content instead of the level around it
EffectA spawner: it produces its own objects every frame from a few parameters
Inframe ObjectAn object an effect spawned. The engine owns it, and it cannot be selected or edited
ThemeA palette a level refers to by index, so recolouring is one edit rather than hundreds

Time and animation

TermMeaning
FrameThe unit of level time. A frame is a cell, and time is the boundary between two of them
KeyframeOne authored value at one frame. What lies between two keys is interpolated
TrackOne animatable property's own row of keys - position, rotation, volume
TimelineThe frame axis the level is authored on, one tab per kind of content
SpanWhen an object exists: a start frame and a length, never an end frame
PlayheadThe frame being shown right now
EaseHow a value moves from the previous key to this one
MarkerA named point on the level's own ruler, for finding a place again
CheckpointWhere a death sends the player back to

Placement and drawing

TermMeaning
AnchorAn edge that follows its parent's own, so shrinking the parent carries the child with it
LayerDraw order, and it is relative to the parent: a child's layer is added to its parent's
PivotThe point an object rotates and scales about, in its own box
GizmoThe drag handles drawn on the selected object in the viewport
SnappingPulling a drag onto something: other content under the magnet, the music under the beat toggle

Music

TermMeaning
BeatThe music's own grid, authored by the level and read by nothing at playback
Beat SegmentOne stretch of constant tempo, with its own tempo, phase and bar length
BPMBeats per minute - how fast one beat segment runs
TapOne press while tapping a tempo in. Enough of them describe a beat segment

Automation and data

TermMeaning
GeneratorAuthoring automation: it produces level content from a few parameters
ModifierA generator that edits or removes what is already there instead of adding
SeedThe number every random value in a level is resolved from, so a run replays the same
Raw DataThe whole saved model as one editable tree. Nothing here is validated, on purpose