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Glossary

Words underlined like this across the guide show these definitions when you hover them.

client
A player's copy of the game. It runs the same scripts, and shows the player what the server decided.
component
One script attached to one entity. The same script on ten entities is ten components, each with its own copy of the script's fields.
constant
A field declared with plain let. The script cannot change it while running, but a level can set a different value for each placed component in the editor.
entity
A thing in the game world: a player, a ball, a trigger, an empty marker. On its own it only has a name and a place in the hierarchy; components give it behaviour.
event
A function the engine (or another script) calls on your component when something happens: every frame, when it is created, when something overlaps a trigger.
field
A variable declared at the top of a script. Every component made from the script has its own copy.
hierarchy
The parent/child tree entities form. Moving a parent moves its children with it.
inheritance
Building one script on another with super: yours gets the parent's fields and functions and changes only what it needs to.
level
A file of entities: a map, or a smaller piece placed inside one.
list
An ordered collection of values, read and written by position, starting at 0.
local
A variable declared with let inside a function. It exists only until the function returns.
mutable
A field declared with let mut. The script's running state: it changes while the game runs.
native
A function built into the engine, called with a $ in front: $entity.get_name(e). Natives are how a script reaches anything outside itself.
null
No value: the answer when there is no such entity, no such component, nothing to return.
prefab
A level built to be placed many times. Each placement is an instance, and its entities become children of the entity that places it.
replication
The server sending a component's changed fields to every client, so they all agree.
script
A .vscript file. It describes one kind of component: its fields and what it does when the engine calls it.
server
The machine that runs the match and decides what really happened. Every player's game talks to it.
tick
One step of the game's simulation. The engine runs one tick per frame and calls your tick events in it.
user
A person playing, or a bot. Players, the balls they hold and the things they spawn are owned by a user.