Lost Lily/Grid ToolkitDocs 1.0
Table of Contents

Grid Toolkit glossary

When a tutorial names an unfamiliar object or boundary, use the table below. The terms describe different responsibilities; keeping them separate makes actions, saving, and rendering easier to reason about.

Term Plain-language meaning
Board definition A GridBoardDefinition: the frozen description of which cells exist and which topology they use. It answers “what may exist?”
Board state A GridBoardState: the live data for one board, including cells, structures, occupancy, extensions, revision, and observers. It owns that internal runtime data, while a component or project system owns the state object's lifetime. It answers “what exists now?”
Board asset An editable Unity asset that builds a board definition.
Setup asset An authored recipe that combines a board asset, optional structure library, initial placements, and runtime configuration.
Authoring Creating and configuring a board through Unity assets and GridBoardAuthoring. It produces the same kind of runtime state as code-owned construction.
Code-owned board A board whose state is created, retained, and disposed by project code. This is an optional ownership model, not a separate topology or extension point.
Topology The logical rules for valid coordinates, neighbors, distance, directions, footprints, and orientations.
Coordinate A GridCoordinate: a topology-specific logical value such as square (x, y). It is not a world-space position.
Address A GridAddress: a topology ID paired with a compatible coordinate. It is a stable logical dictionary key, not a board-instance identity.
Orientation A topology-defined logical rotation or facing used to transform footprints.
Layout The presentation rule that converts logical coordinates into world-space or Canvas poses, shapes, and hits.
Cell One logical location in a board definition and its corresponding live cell state.
Structure definition The reusable description of a placeable object, including its stable definition ID, topology, layer, and footprint.
Structure instance One placed structure with its own instance ID, anchor, orientation, occupied cells, and runtime extensions.
Footprint The topology-relative cell offsets covered by a structure.
Layer A logical occupancy category. Policies decide whether structures in particular layers may coexist.
Occupancy The board-owned indexes that connect placed structure instances to every cell they cover.
Policy A rule evaluated while an action or restoration is planned. It accepts or rejects a request but does not own descriptive data or mutable board state.
Action A description of an intended runtime change, such as placing a structure or adding a cell.
Action plan A GridActionPlan: validated mutations and events built against one board revision. A retained plan may become stale before it is applied.
Preview A complete validation of an action that does not mutate state, advance revision, or publish committed events.
Atomic transaction An all-or-nothing change: every validated mutation commits together, or the board stays unchanged.
Revision A monotonically increasing board-state version. A mutating commit advances it once; an event-only commit does not. Every successful snapshot restoration advances it once, including an identical restore.
Committed event batch The facts published to observers after one board has completed an atomic commit.
State source A component or service that provides the current board state and reports when another state replaces it.
Read-only state view An IGridBoardStateView: live access to board data without mutation authority. It follows its state owner and is not an independent copy.
Board view A component that watches board state and tells the renderer which visuals need refreshing.
Renderer The part that creates, keeps, updates, and removes the actual World 2D, World 3D, uGUI, or project-owned visuals.
Renderer capability A named kind of content or behavior that a renderer supports. Views and modules use capabilities to reject incompatible visual combinations before rendering.
Hit A logical GridHit returned from a renderer or layout query. Game code decides whether it means hover, selection, placement, or another interaction.
Retained visualization Visual objects are kept and updated when needed instead of being rebuilt every frame.
Invalidation The technical name for identifying which visuals need refreshing.
Visual intent Transient presentation state such as a hover or selection highlight. It does not mutate the board or advance revision.
Snapshot Independent, versioned data used to save or transfer a definition and runtime state.
Resolver A service that translates stable IDs or extension payloads while building, saving, or restoring state.
Extension Project-owned data or behavior added through a supported Grid Toolkit contract.
Definition extension Immutable descriptive project data cloned, validated, and frozen with a board, cell, or structure definition.
Runtime extension Mutable board-owned project data changed through actions and exposed through an independent read-only value or copy.
Detached read model An independent read-only value or copy for observation. Unlike a live state view, it does not follow later board changes or expose the board's mutable storage.
Diagnostic Reason or error details that explain why an operation failed or a setup is not ready.
Contract A supported public API or extension interface that project code may depend on.

Important distinctions

Pair First term Second term
Definition / state A definition is frozen input that answers which topology, cells, and descriptive data exist. State is the owned runtime data that answers what exists now and carries the revision. Policies make decisions separately.
Topology / layout Topology defines logical coordinates, neighbors, distance, and valid orientation. Layout converts those logical values into Unity poses, shapes, and hit regions.
Action / transaction An action describes the requested change and can be previewed. An atomic transaction applies the whole validated change or none of it.
View / renderer A view watches state and decides what needs refreshing. A renderer creates, updates, and removes the concrete World 2D, World 3D, or uGUI visuals.
Coordinate / address A coordinate is one topology-specific logical value. An address pairs a topology ID with a compatible coordinate; neither identifies a particular board instance.

The shortest useful model

A board asset builds a definition. A board owner uses the setup to create live state. Actions change that state atomically. A board view observes committed state and asks a renderer to present it.