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Components

An entity is just an ID and a name. Everything else it does comes from the components attached to it. Add components from the Properties panel in the editor, from a script with entity:Add<Name>(), or by writing them into a scene file - see Scene Files.

Core

Component Scene element What it does
ID on <Entity> The entity's unique ID, which stays the same across saves.
Name on <Entity> The entity's display name.
Transform <Transform> Position, rotation and scale.
Hierarchy on <Entity> Links an entity to its parent and children.
Hidden <Hidden> Stops an entity, and everything under it, from being drawn.

Rendering

Component Scene element What it does
Camera <Camera> The point of view the scene is rendered from.
Sprite <Sprite> Draws a textured or plain coloured quad.
Animated Sprite <AnimatedSprite> Plays a named animation from a sprite sheet.
Circle Renderer <CircleRenderer> Draws a filled circle or a ring, with no texture needed.
Static Mesh <StaticMesh> Draws an imported 3D model.
Primitive <Primitive> Draws a generated 3D shape: cube, sphere, plane, cylinder, cone or torus.
Tilemap <Tilemap> A grid of tiles drawn from a tileset, with optional collision.
Text <Text> Draws a string, in the world or in in-game UI.
Point Light <PointLight> A light that shines in every direction from the entity's position.
Billboard <Billboard> Keeps an entity facing the camera.

Physics 2D

Component Scene element What it does
Rigid Body 2D <RigidBody2D> Makes an entity a 2D physics body that can be moved by gravity, forces and collisions.
Box Collider 2D <BoxCollider2D> A rectangular collision shape.
Circle Collider 2D <CircleCollider2D> A circular collision shape.
Capsule Collider 2D <CapsuleCollider2D> A pill-shaped collision shape, made from two circles and a box.
Polygon Collider 2D <PolygonCollider2D> A collision shape with any outline you like.
Weld Joint 2D <WeldJoint2D> Holds this entity's physics body fixed to its parent's body.

Scripting & AI

Component Scene element What it does
Lua Script <LuaScript> Runs a Lua script on the entity.
Behaviour Tree <BehaviourTree> Runs a behaviour tree on the entity, for AI decisions.
State Machine <StateMachine> Placeholder for state machine AI.

Audio

Component Scene element What it does
Audio Source <AudioSource> Plays an audio clip from the entity's position.
Audio Listener <AudioListener> The point that sound is heard from, usually the camera or the player.

In-game UI

Component Scene element What it does
Canvas <Canvas> The root of a piece of in-game UI.
Widget <Widget> Position and size of a UI element, anchored to its parent.
Button <Button> A clickable UI element, with a different look for each state.
Stack Layout <StackLayout> Arranges child widgets in a row or a column.
Grid Layout <GridLayout> Arranges child widgets in a grid with a fixed number of columns.
Scroll Box <ScrollBox> Scrolls a single child widget that's bigger than the box.