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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. Template has to have a unique name and may contains a set of parameters.

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

  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 name, but 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 Vector3 component template has parameters: x, y, z. If a Document "Hero" has a Parameter "position" of type Vector3, you'll be able to edit x, y, z values of "position" right inside of "Hero" Document.

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

Next: Parameters