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Template describes the structure and behaviour of your game object (item, monster, construction,...). As a programmer, you can think of it as a class. The template has to have a unique name and may contain a set of parameters.

  1. Open the Data Structure section, you'll land on the Templates subsection by default. Click on the Create Template button.


  2. Each Template has several parameters.

    Name Description
    Name This very name is used for class generation. To keep everything in style we advise you to use CamelCase naming.

    For example: ItemModel, GameConstruction, MonsterData,...
    Display Name The name which will be displayed in the DE. Usually, it's the same as the name, but the words are separated.

    For example: Item Model, Game Construction, Monster Data,...
    Description Helps other team members to easily understand what this Template is used for.
    Base Template It's used if your Template inherits from another one.
    Type Can be Document, Component or Singleton:

    * Component Documents of this Template are always embedded into another Documents. For example, the Vector3 component template has parameters: x, y, and z. If a Document "Hero" has a Parameter "position" of type Vector3, you'll be able to edit the x, y, and z values of "position" right inside of the "Hero" Document.

    * Singleton Only one of such Documents will be available from the code. It's usually used for settings and configs.

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