Component reference
Welcome to the Studio's component reference. This collection explains each component available for entities in the engine, helping you use them effectively in your projects.
👷 New updates are on the way!
This reference is constantly updated. If there is a component you can't find information about, it's most likely that its documentation is on the way. For any assistance, reach out to the team through the . Discord community.
What is a component?
Components are what make up your entities. Simply put, components provide properties to your objects in the scene, such as enabling physics, lighting, visual effects, or even attaching a 3D model to an entity. By combining different components, you create rich, interactive elements for your scene. You can configure components in your entities via the Properties panel.
Entities act as "containers" that hold multiple components, each defining a specific property or behavior. An entity itself doesn’t represent a 3D asset; instead, components assigned to the entity shape what it does and how it appears in the scene.
For example, an entity can include a Model component to attach a 3D object, such as a chair, to the entity. Additionally, that same entity can include Lighting components to affect its illumination or Physics components to enable realistic movement and interaction.
In essence, components are the building blocks that define an entity’s behavior, appearance, and functionality, allowing you to bring it to life and make it interactive within your scene.
Begin by selecting a component from the navigation. Each page provides concise and useful information to support your creative process. Here's a breakdown of the available component categories:
Category | Description |
---|---|
Files components | Components for adding external assets like 3D models, audio, video, and images to your scenes. |
Tools for creating and organizing scene elements, including basic geometry and ground planes. | |
Components that enable physics interactions like collision detection and rigid body simulation. | |
Elements that let users interact with the scene, such as spawn points, links, and input events. | |
Components for adding and controlling various types of lighting to enhance your scene's ambiance. |
- Start with the basics: If you're new, begin with fundamental components to build your understanding. Introductory components like Models, Colliders, and Rigidbodies can give you a foundation for your creative journey.
- Experiment: Don't hesitate to adjust properties and see how they affect your entities in real time.
- Reference often: Use this guide whenever you encounter unfamiliar components or need a refresher on specific properties. Help resources
📘 Help resources