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Asset Transformer SDK

Glossary

Defines key terms and concepts used in the Asset Transformer SDK, such as entities, occurrences, and product structures.
Read time 1 minuteLast updated 21 hours ago

Term

Description

EntityAny abstract object that is defined by a unique ID.
In Pixyz, the entity is the base object. All manipulated objects are derived from entities. For example, parts, materials, and textures are entities.
IDs are not consistent between file imports (meaning that if you import the same file twice there is no guarantee that Occurrence X will have the same id accross imports).
OccurrenceA node in the product structure.
In Unity, occurrences are referred to as GameObjects.
Product structureThe scene hierarchy of occurrences.
In Unity, the product structure is referred to as the hierarchy of GameObjects.
InstanceAn occurrence that inherits (and override) properties and components from a prototype occurrence.
Instances are usually defined in modeling software.
Pixyz IO functions natively handle defined instances but new ones can be created using scene.setPrototype or algo.convertSimilarPartOccurrencesToInstancesFast.
PrototypeAn occurrence referenced by another occurrence as its prototype.
Occurrences that point to a prototype are instances.
Prototypes can be instanciated using scene.prototypeSubTree.
ComponentA behavior attached to an occurrence.
PartA component referencing geometry information.
In Unity, parts are referred to as renderers.
GeometryA collection of shapes.
Geometries may be CAD geometries (B-Rep shapes) or mesh geometries (tessellated shapes).
PatchA CAD face or surface that is limited by spline curves.
Patches have no strict equivalent in Unity. The concept of submesh in Unity is the closest.
PolygonA triangle, a quadrangle, or another simple convex polygon (n-gon).
In Unity, all polygons are triangles.
Polygon meshA collection of vertices, edges, and faces.