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 game-native AI canvas: import PSD/Figma or project assets, generate and edit UI/art, organize layers, and export scenes or prefabs back to Unity, Cocos, or Godot.
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.