OasisWManual 한국어
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

OasisWUnityUnrealGodot
ProjectProjectProjectProject
SceneSceneLevelScene
EntityGameObjectActorNode
ComponentComponentComponent(child node)
Root entity(top-level GameObjects in the scene)(none)Root node
AssetAssetAssetResource
MaterialMaterialMaterialMaterial
Template Pending Once the template feature is confirmed in the editorPrefabBlueprint ClassPackedScene

Panels and windows

OasisWUnityUnrealGodot
HIERARCHY panelHierarchyOutlinerScene dock
ENTITY / SETTINGS panelInspectorDetailsInspector
ASSETS panelProject windowContent BrowserFileSystem dock
ViewportScene viewViewport2D/3D viewport
SCENES windowOpening a scene asset (File → Open Scene)Opening a level (File → Open Level)Opening a scene (Scene → Open Scene)
Controls (shortcut list)ShortcutsKeyboard ShortcutsShortcuts
Code Editor (new tab)External IDEExternal IDEBuilt-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.

OasisWUnityUnrealGodot
RENDERMesh Renderer + Mesh FilterStatic Mesh ComponentMeshInstance3D
COLLISIONColliderCollision ComponentCollisionShape3D
Rigid BodyRigidbodySimulate Physics settingRigidBody3D
LIGHT (Type: Directional · Spot · Omni)LightLight ComponentDirectionalLight3D · SpotLight3D · OmniLight3D
CameraCameraCamera ComponentCamera3D
SCREEN + ELEMENT (Type Text)Canvas + TextWidget Blueprint + Text BlockCanvasLayer + Label
SCRIPTMonoBehaviour componentBlueprint / C++ componentScript attached to a node

Scripts

OasisWUnityUnrealGodot
Script (JavaScript)C# MonoBehaviourBlueprint / C++GDScript
initializeStartBeginPlay_ready
update(dt)UpdateTick_process
dt (seconds since the last frame)Time.deltaTimeDeltaSecondsdelta
Script attributeSerialized field (public, [SerializeField])UPROPERTY(EditAnywhere)@export variable

Running and publishing

OasisWUnityUnrealGodot
▶ Launch (runs in a new tab; the shortcut in the Controls list is Ctrl+Enter)Play ModePlay In EditorRun Project
Publish / Download → BUILDSBuildPackage ProjectExport
Autosave (no save step)Ctrl+SCtrl+SCtrl+S
AI GAME BUILDER(none)(none)(none)

Where behavior differs

ItemBehavior in OasisWDetails
TransformPosition, Rotation, and Scale are values of the entity itself. There is no Transform in the + ADD COMPONENT listProjects, 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 tabRun with Launch
Values read at startupIn our tests, attribute values read only once at startup took effect on the second refresh (2 of 2 runs)Run with Launch
SavingThere is no save step. Changes you make manually and changes the AI makes are kept immediately. Ctrl+S opens the VERSION CONTROL windowAutosave
Script attribute valuesIn 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 initializerChange script attribute values
Shared assetsScripts 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 sceneWhat's per scene and what the project shares
UndoCtrl+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 checkpointUndo AI work
Code editingThe 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 themCode editor

Next steps

Source concepts/engine-terms.html