Parameter describes a part of a Document, storing some value. Each parameter has a name and a type. Type can be simple like string, int, float, bool, or a reference to any other Template. As a programmer, you can think of a parameter as a Field or Property of the Class.
After the creation of a template, you can add parameters to it.
On the parameters page you can view/edit all existing parameters and add a new one.
Each Parameter has several fields:
Name Description Name This very name is used during Class generation. To keep everything in style we advise you to use CamelCase naming.
For example: MainTag, ConstructionId, HeroType,...
Display Name This name will be displayed in the DE for your convenience.
For example: Main Tag, Construction Id, Hero Type,...
Description Helps other team members to easily understand what this Parameter is used for. Use In Display Name This Means that this parameter will be displayed in search and references for the corresponding Document. Usually, Name (if any) or any other unique string parameter is selected for this or any other, which will help you instantly understand what instance is that. Not applicable to the parameters of Component. Read here instead. Is required Marks this parameter as a must-have value. This flag helps you to make sure you won't forget to add a required reference or value. Is unique It's used in case you want all of your Documents of this Template to have different values of this parameter. Default Value The value which will be assigned by default upon a new document is created. Type A Data type of the parameter. All types are below. Type Description Integer A Number that can be written without a fractional component. For example: 1, 2, 999, -200 Float A Number with a fractional component. For example: 1.32, -0.7432 Boolean Logical value: true or false String Any Text. For ex: "Hello World", "-+ ta-ta_!! 55" Enum Provides a selection from predefined possible values. Document A reference to an existing document List An Array(list) of other type values Asset A reference to an existing Asset. It's usually a prefab, sprite, or other Object, which is stored in a Unity game as an Addressable.