Section 2. Core concepts
Reference
Pending 1
Terms from other engines
These tables show what terms from Unity, Unreal, and Godot are called in OasisW and where to find them. A match means "a similar role," not identical behavior. Points where behavior differs are collected below the tables in Where behavior differs.
Bold text in the OasisW column is a label as it appears on screen.
Structure
| OasisW | Unity | Unreal | Godot |
|---|---|---|---|
| Project | Project | Project | Project |
| Scene | Scene | Level | Scene |
| Entity | GameObject | Actor | Node |
| Component | Component | Component | (child node) |
Root entity | (top-level GameObjects in the scene) | (none) | Root node |
| Asset | Asset | Asset | Resource |
| Material | Material | Material | Material |
| Template Pending Once the template feature is confirmed in the editor | Prefab | Blueprint Class | PackedScene |
Panels and windows
| OasisW | Unity | Unreal | Godot |
|---|---|---|---|
| HIERARCHY panel | Hierarchy | Outliner | Scene dock |
| ENTITY / SETTINGS panel | Inspector | Details | Inspector |
| ASSETS panel | Project window | Content Browser | FileSystem dock |
| Viewport | Scene view | Viewport | 2D/3D viewport |
| SCENES window | Opening a scene asset (File → Open Scene) | Opening a level (File → Open Level) | Opening a scene (Scene → Open Scene) |
| Controls (shortcut list) | Shortcuts | Keyboard Shortcuts | Shortcuts |
| Code Editor (new tab) | External IDE | External IDE | Built-in Script editor |
Components
The OasisW column shows component header names as they appear on screen. Rigid Body and Camera are names from the + ADD COMPONENT menu, not headers. You add components from the + ADD COMPONENT menu.
| OasisW | Unity | Unreal | Godot |
|---|---|---|---|
| RENDER | Mesh Renderer + Mesh Filter | Static Mesh Component | MeshInstance3D |
| COLLISION | Collider | Collision Component | CollisionShape3D |
| Rigid Body | Rigidbody | Simulate Physics setting | RigidBody3D |
| LIGHT (Type: Directional · Spot · Omni) | Light | Light Component | DirectionalLight3D · SpotLight3D · OmniLight3D |
| Camera | Camera | Camera Component | Camera3D |
SCREEN + ELEMENT (Type Text) | Canvas + Text | Widget Blueprint + Text Block | CanvasLayer + Label |
| SCRIPT | MonoBehaviour component | Blueprint / C++ component | Script attached to a node |
Scripts
| OasisW | Unity | Unreal | Godot |
|---|---|---|---|
| Script (JavaScript) | C# MonoBehaviour | Blueprint / C++ | GDScript |
initialize | Start | BeginPlay | _ready |
update(dt) | Update | Tick | _process |
dt (seconds since the last frame) | Time.deltaTime | DeltaSeconds | delta |
| Script attribute | Serialized field (public, [SerializeField]) | UPROPERTY(EditAnywhere) | @export variable |
Running and publishing
| OasisW | Unity | Unreal | Godot |
|---|---|---|---|
| ▶ Launch (runs in a new tab; the shortcut in the Controls list is Ctrl+Enter) | Play Mode | Play In Editor | Run Project |
| Publish / Download → BUILDS | Build | Package Project | Export |
| Autosave (no save step) | Ctrl+S | Ctrl+S | Ctrl+S |
| AI GAME BUILDER | (none) | (none) | (none) |
Where behavior differs
| Item | Behavior in OasisW | Details |
|---|---|---|
| Transform | Position, Rotation, and Scale are values of the entity itself. There is no Transform in the + ADD COMPONENT list | Projects, scenes, entities, components, and assets |
| Running | ▶ Launch opens the game in a new browser tab, not inside the editor. To see changes the AI made, refresh the game tab | Run with Launch |
| Values read at startup | In our tests, attribute values read only once at startup took effect on the second refresh (2 of 2 runs) | Run with Launch |
| Saving | There is no save step. Changes you make manually and changes the AI makes are kept immediately. Ctrl+S opens the VERSION CONTROL window | Autosave |
| Script attribute values | In one check, even after default: in the code was changed, the value in the entity's SCRIPT field was used. This is similar to how, in Unity, a value saved in the Inspector takes precedence over a field's initializer | Change script attribute values |
| Shared assets | Scripts and uploaded files are shared by all scenes in the project. In 2 observed cases, the AI edited a shared script for one scene and changed the game in another scene | What's per scene and what the project shares |
| Undo | Ctrl+Z undoes manual edits and the changes the AI made to the scene. It doesn't undo script files the AI edited. To roll back scripts too, use a checkpoint | Undo AI work |
| Code editing | The code editor opens in a new browser tab. A code tab that's already open doesn't show newly created scripts; refresh the tab to see them | Code editor |