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> Tags: glossary, terms, onesync, natives, state bags, nui, ymap, ytd, ace, convar
> Last updated: 2026-09-22
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# FiveM glossary

Plain definitions of the FiveM terms you will meet: resources, artifacts, OneSync, natives, state bags, NUI, ymap, ytyp, ydr, yft, ytd, streaming, convars, ACE.

FiveM has its own vocabulary, and GTA V adds a second one for its file formats. This page explains each term in a sentence or two and points to the page that goes deeper. Terms are grouped by topic, not alphabetically, so related ideas sit together.

## Platform and server

**Cfx.re**: The company and platform behind FiveM and RedM, owned by Rockstar Games. "Cfx" shows up in the forum (`forum.cfx.re`), the portal (`portal.cfx.re`) and join links (`cfx.re/join/abc123`).

**FXServer**: The dedicated server program. You download it as an **artifact** and run `FXServer.exe` on Windows or `run.sh` on Linux.

**Artifact**: One numbered build of FXServer, published at `runtime.fivem.net/artifacts`. There is a *recommended* build and a *latest* build. Some builds are known to be broken, so check our [Artifacts page](/artifacts) before you update. More in [Updating artifacts safely](/docs/server-setup/updating-artifacts).

**Legacy and Enhanced**: Since July 2026 there are two FiveM platforms. **Legacy** is the classic FiveM on the original PC version of GTA V and uses FXServer. **FiveM for GTA V Enhanced** runs on the Enhanced edition and uses a separate server build called **Cfx Server**. They are separate: a Legacy client cannot join an Enhanced server.

**txAdmin**: The web panel and in-game menu built into FXServer. It deploys servers from **recipes**, restarts on crash, schedules restarts, bans and warns players and runs a Discord bot. See [txAdmin](/docs/txadmin).

**Recipe**: A YAML file that tells the txAdmin deployer how to build a server: which repositories to download, which files to move, which SQL to run. See [Recipes explained](/docs/txadmin/recipes).

**License key**: The free key from [portal.cfx.re](https://portal.cfx.re) that every server must set with `sv_licenseKey`. Keys look like `cfxk_...`.

**server.cfg**: The config file FXServer executes on start. It is a list of console commands and convars. See [server.cfg explained](/docs/server-setup/server-cfg).

**Convar**: A console variable, like `sv_hostname` or `sv_maxclients`. You set it with `set`, `sets` (also shows in the server list info) or `setr` (also replicated to clients so client scripts can read it).

**Endpoint**: The IP and port FXServer listens on, set with `endpoint_add_tcp` and `endpoint_add_udp`. The default is `0.0.0.0:30120`.

**Game build**: The GTA V update your server asks clients to run, set with `sv_enforceGameBuild` (for example `3751`). Newer builds unlock newer DLC vehicles, clothes and maps.

**Pure mode**: `sv_pureLevel` blocks modified client game files. Level 1 still allows audio files and known graphics mods, level 2 blocks all modified files.

**OneSync**: FiveM's server side sync system. With `onesync on` the server knows about every entity and player and decides who gets what, which allows more than 32 players and server side entity control. Without a Cfx.re subscription the slot limit is 48. Up to 2048 slots are possible with OneSync and the right tier.

**Routing bucket**: A separate "dimension" on a OneSync server. Players and entities in different buckets cannot see each other. Used for instanced interiors, character selection and races.

**Entity lockdown**: `sv_entityLockdown` stops clients from creating networked entities themselves, which blocks a common cheat. Modes are `inactive`, `relaxed` and `strict`.

## Resources and scripting

**Resource**: A folder with an `fxmanifest.lua` file. It can contain Lua, JavaScript or C# scripts, a web UI, streamed assets and data files. You start it with `ensure name` where `name` is the folder name.

**fxmanifest.lua**: The resource manifest. It declares `fx_version`, `game`, which scripts run on the client or server, which files to send to clients, `data_file` entries and dependencies. Generate one with the [fxmanifest Generator](/tools/fxmanifest-generator).

**Category folder**: A folder in brackets, like `[local]` or `[qb]`. It only groups resources, it is not a resource itself. `ensure [qb]` starts every resource inside it.

**Client script / server script / shared script**: Client scripts run on each player's game. Server scripts run once, in FXServer. Shared scripts run on both. See [Client, server and events](/docs/development/client-server-events).

**Event**: A named message. `TriggerEvent` fires one on the same side, `TriggerServerEvent` sends one from a client to the server, `TriggerClientEvent` sends one from the server to one or all clients. Network events must be registered with `RegisterNetEvent`.

**Callback**: A request that expects an answer, for example "server, how much money does this player have?". FiveM has no built in callback between client and server, so libraries like `ox_lib` (`lib.callback`) and the frameworks provide one on top of events.

**Native**: A function of the GTA V engine or of FiveM itself, like `GetEntityCoords` or `SetPedIntoVehicle`. There are thousands, listed at [docs.fivem.net/natives](https://docs.fivem.net/natives/). See [Natives](/docs/development/natives).

**Hash / joaat**: GTA identifies models, weapons and many other things by a 32 bit hash of their name, computed with Jenkins one-at-a-time (joaat). `GetHashKey('adder')` or `` `adder` `` in FiveM Lua gives you the number. Try the [joaat Hash Calculator](/tools/hash-calculator).

**Export**: A function one resource makes callable from other resources, like `exports.ox_inventory:AddItem(...)`. See [Exports and dependencies](/docs/development/exports-dependencies).

**State bag**: A key/value store attached to the server (`GlobalState`), a player (`Player(src).state`) or an entity (`Entity(ent).state`) that FiveM syncs for you. See [State bags and OneSync](/docs/development/state-bags-onesync).

**NUI**: "New UI", FiveM's embedded Chromium browser. It lets you build HUDs, menus and phones in HTML, CSS and JavaScript (React, Vue, Svelte and so on). See [NUI basics](/docs/development/nui).

**DUI**: Direct-rendered UI. A web page drawn onto a texture in the world, like a TV screen or a billboard.

**KVP**: Key value pairs, a small built in storage (`SetResourceKvp`, `GetResourceKvpString`) on the client or server. Good for settings, not for large data.

**Tick / thread**: A Lua loop created with `CreateThread` that runs every frame or every `Wait(ms)`. Code that runs every frame costs performance. See [Threads and performance](/docs/development/threads-performance).

**resmon**: The resource monitor. Type `resmon` in the F8 console to see how much CPU time and memory each client resource uses.

**Profiler**: The built in FiveM profiler (`profiler record`, `profiler saveJSON`) that records exactly which resource and function uses time. Read its output with the [Profiler Analyzer](/tools/profiler-analyzer).

**Framework**: A shared base for roleplay style servers: player data, characters, jobs, money, items. QBCore, Qbox, ESX Legacy, ox_core and ND_Core are the common ones. See [Frameworks](/docs/frameworks).

**Asset escrow**: Cfx.re's system that encrypts paid resources sold on Tebex so they only run on the buyer's license key. See [Publishing a resource](/docs/development/publishing).

## Permissions

**ACE**: Access Control Entry. A rule like `add_ace group.admin command allow` that allows or denies an **object** (for example `command.ban`) for a **principal**.

**Principal**: Who a rule applies to: a group (`group.admin`), an identifier (`identifier.fivem:123456`, `identifier.license:abc...`, `identifier.discord:...`) or a resource (`resource.myresource`). `add_principal child parent` makes one principal inherit another.

**Identifier**: A player ID that FXServer receives on connect: `license:` (Rockstar license), `fivem:` (Cfx.re account), `discord:`, `steam:` (needs a Steam Web API key), `xbl:`, `live:` and `ip:`.

## GTA V file formats

**RPF**: Rockstar's archive format. Singleplayer mods ship as `dlc.rpf`. FiveM does not load RPFs from resources, you extract their contents into a `stream` folder and meta files instead.

**Streaming**: Loading assets into the game as they are needed. In FiveM, any supported file in a resource's `stream` folder is sent to clients and registered with the game automatically.

**YDR**: A single drawable model (props, simple objects).

**YDD**: A drawable dictionary, several drawables in one file. Used for clothing and ped parts.

**YFT**: A fragment model, a model that can break or has moving parts. Vehicles are `.yft` files (plus a `_hi.yft` high detail version).

**YTD**: A texture dictionary. Holds the textures for a model. Oversized YTDs are the most common cause of texture loss on busy servers. Shrink them with the [YTD Optimizer](/tools/ytd-optimizer).

**YBN**: Static collision (bounds). Without it players fall through your map.

**YMAP**: A map placement file. It lists which objects (entities) are placed where, with rotation and LOD distance. Build one with the [YMAP Builder](/tools/ymap-builder) or in CodeWalker.

**YTYP**: An archetype definition file. It tells the game about new model names, their bounding boxes and LOD distances, and defines MLO interiors. Create one with the [YTYP Creator](/tools/ytyp-creator).

**MLO**: "Map Loaded Object", an interior with rooms and portals, defined in a `.ytyp` and placed by a `.ymap`. Custom shops, police stations and houses are usually MLOs.

**YMT**: A binary metadata file. For clothing, the ped variation `.ymt` lists how many drawables and textures each component has. Generate one with the [YMT Creator](/tools/ymt-creator).

**YNV / YND**: Navmesh and path nodes. They tell peds and traffic where they can walk and drive.

**.meta files**: XML data files the game reads, like `vehicles.meta`, `handling.meta`, `carcols.meta`, `carvariations.meta` and `weapons.meta`. You register them in the manifest with `data_file`.

**AWC / dat54.rel**: Audio: `.awc` holds the sound data, `dat54.rel` (and friends) define how the game plays it. The [Native Audio Builder](/tools/native-audio-builder) turns WAV, MP3 or OGG files into this format.

**CodeWalker**: The free community tool for browsing the GTA V world and editing YMAPs, YTYPs and many other formats. Get it from [github.com/dexyfex/CodeWalker](https://github.com/dexyfex/CodeWalker).

**Sollumz**: The free Blender add-on for importing and exporting GTA V models (YDR, YDD, YFT, YBN) as CodeWalker XML. Get it from [github.com/Sollumz/Sollumz](https://github.com/Sollumz/Sollumz).

**LOD**: Level of detail. Models have simpler versions for far away views, and the game switches between them by distance.
