Glossary
Glossary
Unity, Godot, Cocos, MCP & AI coding terms
Quick reference for game developers — engines, AI coding tools (Cursor, Claude Code, Windsurf), production workflows, and VberAI terminology.
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Game Engines
- Unity
- A cross-platform game engine widely used for 2D/3D games, mobile titles, and interactive apps. Scripting is primarily C#; core concepts include Scenes, GameObjects, Prefabs, and the Asset Database. Unity 2022.3 LTS and Unity 6 are common production targets.
- Godot
- Open-source game engine with a node-based scene tree, GDScript (Python-like), C#, and visual scripting options. Godot 4.x uses Vulkan rendering, improved 3D, and a lightweight editor popular with indies and tools teams.
- Cocos Creator
- Game engine focused on 2D/3D mobile and mini-game pipelines, especially strong in Asia. Creator 3.x uses TypeScript/JavaScript component scripts; Creator 2.4.x remains common in legacy projects. Editor features include prefab workflows and build templates for WeChat / web / native.
- Scene
- A container for level or UI content in Unity, Godot, or Cocos — characters, environment, cameras, lights, and logic. Scenes are loaded additively or exclusively at runtime and are the primary unit editors manipulate.
- Prefab
- A reusable, serialized game object template (Unity/Cocos) or packed scene instance. Prefabs let teams duplicate enemies, UI widgets, or props while keeping a single source of truth for updates.
- GameObject / Node
- Unity uses GameObjects with Components; Godot and Cocos use Nodes in a tree hierarchy. Both represent entities in a scene — players, buttons, cameras — and attach behavior via scripts or components.
- GDScript
- Godot's primary scripting language: dynamically typed, Python-inspired syntax, tight engine integration, and fast iteration in the Godot editor. Often used alongside C# for performance-critical systems.
AI Coding Assistants
- Cursor
- AI-native code editor (VS Code fork) with inline chat, codebase indexing, and MCP client support. Popular for game dev when paired with engine MCP plugins so the model can read project context and apply editor changes.
- Claude Code
- Anthropic's agentic coding tool that runs in the terminal or IDE, executes multi-step tasks, and connects to MCP servers. Useful for Unity/Godot/Cocos workflows when MCP exposes scene and script operations.
- Claude Desktop
- Desktop app for Claude conversations with optional MCP connector support. Can attach local MCP servers (including game engine plugins) so Claude invokes tools instead of only suggesting code in chat.
- Windsurf
- AI IDE from Codeium with Cascade agent flows, deep codebase awareness, and MCP integration. Game teams use it similarly to Cursor for script generation, refactors, and engine automation via MCP.
- Cline
- Open-source VS Code extension that acts as an autonomous coding agent — plans tasks, edits files, runs commands, and supports MCP tool calls. Often used with local or remote LLMs for budget-friendly AI dev.
- GitHub Copilot
- Inline code completion and chat inside IDEs. Strong for finishing functions and boilerplate but typically does not drive game editors directly — contrast with MCP plugins that operate scenes, prefabs, and assets.
Model Context Protocol (MCP)
- Model Context Protocol (MCP)
- Open standard (Anthropic-led ecosystem) for connecting AI models to tools, files, and APIs through a uniform client–server interface. Enables “agent” workflows: the model chooses tools instead of only outputting text.
- MCP Server
- A service that registers tools and resources for an MCP client. Engine MCP plugins implement servers that wrap editor APIs — create objects, import textures, compile scripts — callable from Cursor, Claude, or Windsurf.
- MCP Client
- The AI application that discovers MCP servers and invokes their tools. Examples: Cursor, Claude Desktop, Claude Code, Windsurf, Cline. Clients pass user prompts plus tool results back to the model in a loop.
- Intent Tool
- High-level MCP tool grouping related low-level operations (e.g. “manage prefab” instead of ten separate calls). VberAI Unity MCP uses intent tools to keep agent prompts stable and reduce token waste.
- Streamable HTTP
- HTTP-based MCP transport used by Cocos MCP 3.x Pro for remote or local server communication, alternative to stdio pipes — helpful for CI, remote editors, or firewall-friendly setups.
- Agent / Agentic Workflow
- An AI loop that plans steps, calls tools, reads results, and continues until a task completes. Engine MCP turns “make a health bar UI” from a chat suggestion into executed editor actions.
Game Art & Production
- PSD (Photoshop Document)
- Layered source file from Photoshop — common handoff format for UI, icons, and promotional art. Layer names and groups map to sprites or UI nodes when imported into engines or AI Studio canvases.
- Figma
- Collaborative UI/design tool; exports SVG, PNG, or design tokens. Game teams use Figma for HUD mockups, shop screens, and style guides before building prefabs in Unity, Cocos, or Godot.
- Sprite & Sprite Sheet
- 2D image or atlas frame used for characters, tiles, and UI. Sprite sheets pack multiple frames for animation; engines slice them via metadata (JSON, .tps, or internal importers).
- Alpha Channel
- Transparency layer in PNG/TGA/EXR textures. Critical for VFX, hair, glass, and UI icons. Poor alpha edges cause halos in games — why matting tools optimized for game assets matter.
- Tilemap
- Grid-based 2D level authoring — place terrain, walls, and props from a tileset. Supported in Unity 2D, Godot TileMap layers, and Cocos TiledMap components.
- UI Canvas
- Root container for screen-space or world-space UI (HUD, menus, dialogs). Unity Canvas, Godot Control nodes, and Cocos UI components define layout, anchoring, and draw order.
- Asset Pipeline
- Flow from source art (PSD, FBX, audio) through import settings, atlasing, addressing, and runtime loading. AI tools accelerate scripting and batch imports but still respect engine import rules.
- Version Control (Git)
- Standard for tracking code, scenes, and YAML/prefab diffs. Large binaries often use Git LFS or Perforce; MCP automation should commit in focused chunks to keep history reviewable.
VberAI Products
- Unity MCP
- VberAI plugin for Unity 2022.3+ and Unity 6: 20 intent tools, 113 operations, 11 UI languages. Lets MCP clients manipulate scenes, prefabs, C# scripts, and imports from Cursor, Claude, or Windsurf.
- Godot MCP
- Free MIT-licensed VberAI plugin for Godot 4.x — 100+ commands across 21 engine systems (scenes, nodes, resources, debugging). Fully open source.
- Cocos MCP
- VberAI plugins for Cocos Creator 2.4.x+ (2.x Pro) and 3.8.6+ (3.x Pro) with Streamable HTTP, deep editor hooks, and Pro/OSS tiers for legacy and modern projects.
- AI Studio
- VberAI Studio (short: AI Studio) — game-native AI canvas for UI and art: PSD/Figma/FGUI import, translate, image gen, layer split, extract, pixelate, video/audio, reskin, and export or push to Unity, Godot, or Cocos.
- AI Translate
- VberAI Studio UI translation (translate UI): one-click copy localization for UI mockups and text layers (including Figma/PSD). Readable copy becomes the target language while layout, design, structure, and hierarchy stay fixed.
- UI translation
- Translate UI / game UI copy in VberAI Studio: one-click multilingual mocks from full-screen UI or Figma/PSD layers—text only, no layout drift or re-slicing.
- AI Image Generation
- VberAI Studio image creation for game art and UI: text-to-image, image-to-image, and preset-driven generation — outputs stay on the canvas for further edit, split, or engine export.
- Layer Split
- VberAI Studio splits a flat full-screen design into layered UI elements in place (AI auto-split or free/manual split), keeping relative layout and size so assets can sync or export into engines.
- AI Extract
- VberAI Studio extraction tools: pull background, UI elements, or free-form regions from a mockup into editable layers without rebuilding the whole screen by hand.
- Design-to-Engine
- VberAI Studio pipelines that take Figma, PSD, or FGUI designs into Unity / Godot / Cocos as structured scenes, prefabs, or UI hierarchies — less manual slicing and rebuild.
- AI Video
- VberAI Studio video node for short game clips and sequence frames. Drive generation with text, images, or first–last frames, and lock look with reference assets; export as video or split frames for engines.
- AI Audio
- VberAI Studio audio layers for game production: voice, SFX, and music that can attach to canvas videos or stand alone for export into Unity / Godot / Cocos audio pipelines.
- Image Pixelate
- VberAI Studio pixelation for game sprites and UI art: convert images or batch video frames into controllable pixel-art looks, then keep editing, matting, or exporting on the same canvas.
- Bitmap Font Generator
- VberAI Studio bitmap font generator: generate from a charset, upload glyph images, or upload a sprite sheet with auto-split; export AngelCode BMFont (.fnt + PNG) for HUD scores, pixel type, and stylized digits, then keep editing or export to Unity / Godot / Cocos on the same canvas.
- Reskin (AI Reskin)
- One-click restyle of a full-screen game UI in VberAI Studio. Theme presets or reference images change look (festival, IP, season skins) while layout, position, size, and layer order stay one-to-one with the source.
- AI Super Matting
- Browser-based cutout tuned for game production — hair strands, glow, semi-transparent cloth, grid backgrounds — outputting true alpha PNGs ready for sprite pipelines.