# Glossary

> Definitions of key terms used in Asset Transformer Studio

| Item                                                                  | Description                                                                                                                                                                                                                                                                                            |
| --------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Entity**                                                            | An *entity* is the base object in the API. All objects manipulated are derived from Entity (a part, a material, a texture… is an entity).See [Scripting With the Python API](../working-with-asset-transformer-studio/scripting-with-the-python-api).                                                  |
| [**Product structure (tree)**](./about-the-product-structure-tree.md) | The [*Product Structure*](./about-the-product-structure-tree.md) designates the scene tree, or scene hierarchy.                                                                                                                                                                                        |
| **Tree level**                                                        | The *tree level* (used in functions **Merge Final Level** and **Merge By Tree Level**) designates the level at which an occurrence is positioned in the Product Structure. The `Root` node is Level 0.![Tree level](/api/media?file=/asset-transformer-studio/2026.5.0/media/STUDIO_AddLevel.gif)      |
| **Final level**                                                       | In Asset Transformer Studio, a *final level* (used in function **Merge Final Level**) designates an `Assembly` node whose children are exclusively *part occurrences*.![Final level](/api/media?file=/asset-transformer-studio/2026.5.0/media/NewItem358.png)                                          |
| **Node**                                                              | A *node* is a single element of the Product Structure, more commonly called an *occurrence*.                                                                                                                                                                                                           |
| **Occurrence**                                                        | An *occurrence* is the fundamental object of a scene's Product Structure, similar to the [GameObject concept in Unity](https://docs.unity3d.com/Manual/class-GameObject.html). Each node of the Tree is an occurrence.See [About the Product Structure (Tree)](./about-the-product-structure-tree.md). |
| **Part occurrence**                                                   | An occurrence with a *part component* is a *part occurrence*, more commonly called *part*. Basically, a *part* is any object containing geometry that can be selected individually in a scene.See [Occurrence Types](./about-occurrences/occurrence-types.md).                                         |
| **Part**                                                              | A *part* commonly designates a *part occurrence*. It can also designate a *part component* in the Python API.                                                                                                                                                                                          |
| **Assembly**                                                          | An occurrence with no *part component*, and having other occurrences as children, is called an `Assembly` occurrence, or *assembly*.See [Occurrence Types](./about-occurrences/occurrence-types.md).                                                                                                   |
| **Instance**                                                          | An *instance* is an occurrence that is duplicated multiple times across a scene. In Asset Transformer Studio, instantiation is managed through a concept called *prototype*.See [About Instances & Prototypes](./about-instances-and-prototypes.md).                                                   |
| **Component**                                                         | An occurrence can receive *components* to modulate its behavior (just like in [Unity](https://docs.unity3d.com/Manual/UsingComponents.html)).See [Occurrence Components](./about-occurrences/occurrence-components.md).                                                                                |
| **Prototype**                                                         | A *prototype* is an occurrence that can be referenced by other occurrences, allowing to create instantiation behavior. Occurrences pointing to a prototype are instances.See [About Instances & Prototypes](./about-instances-and-prototypes.md).                                                      |
| **Empty**                                                             | The term *empty* (used for example in the function **Delete Empty Occurrences**) is associated with an occurrence containing no geometry (no *part component* or a *part component* containing no geometry), no light (no **Light** component) and having no children.                                 |
| **Metadata**                                                          | Metadata is non-geometric data that can be carried by a Product Structure occurrence, which was added by engineering for multiple possible reasons: design information, manufacturing information, logistic information…                                                                               |
| **Geometry**                                                          | A *geometry* is a collection of shapes. It can either be a CAD geometry (BRep shapes) or a Mesh geometry (Tessellated shapes).See [About 3D Models Types](./about-3d-models-types.md).                                                                                                                 |
| **BRep**                                                              | **BRep** is the kind of geometry retrieved when importing a native CAD file. It is also called *CAD geometry* or *precise geometry*.See definition on [Wikipedia](https://en.wikipedia.org/wiki/Boundary_representation).                                                                              |
| **BRep shape**                                                        | In Asset Transformer Studio, a *BRep shape* contains BRep geometrical information like surfaces (or volumes), curves and points (themselves defined by faces, edges and vertices).                                                                                                                     |
| **Patch**                                                             | A *patch* is a CAD face or surface limited by spline curves.                                                                                                                                                                                                                                           |
| **Patch boundary**                                                    | A *patch boundary* (or patch border) is a non-discontinuous patch border or edge.![Patch boundary](/api/media?file=/asset-transformer-studio/2026.5.0/media/PiXYZ-Software_AboutPatches.jpg)                                                                                                           |
| **Mesh**                                                              | See definition on [Wikipedia](https://en.wikipedia.org/wiki/Polygon_mesh).                                                                                                                                                                                                                             |
| **Connected mesh**                                                    | A connected mesh is a separate mesh element within a Part. Think about 2 cubes merged together in one Part: each separate cube is a connected mesh.                                                                                                                                                    |
| **Tessellation**                                                      | *Tessellation* is the method used to represent 3D objects as a collection of triangles or other polygons. The more triangles used to represent a surface, the more realistic the rendering, but the more computation is required.See [About Tessellation](./about-tessellation.md).                    |
| **Tessellated shape**                                                 | A *tessellated shape* can contain meshes, free edges (a collection of connected free edges define a polyline, or curve) and free vertices.                                                                                                                                                             |
| **Bounding box (BBox)**                                               | See definition on [Wikipedia](https://en.wikipedia.org/wiki/Bounding_volume).                                                                                                                                                                                                                          |
| **Axis-aligned bounding box (AABB)**                                  | See definition on [Wikipedia](https://en.wikipedia.org/wiki/Axis-aligned_object).                                                                                                                                                                                                                      |
| **Oriented bounding box (OBB)**                                       | See definition on [Wikipedia](https://en.wikipedia.org/wiki/Bounding_volume).                                                                                                                                                                                                                          |
| **Minimum bounding box (MBB)**                                        | See definition on [Wikipedia](https://en.wikipedia.org/wiki/Minimum_bounding_box).                                                                                                                                                                                                                     |
