Components
Last verified: 2026-06-17
Components are the typed building blocks attached to entities. The engine has 26 built-in ECS components. Most can be added from the Inspector or component palette; runtime-only components are used through their governed engine operations.
Raw field defaults live in docs/spec/COMPONENT_TYPE_DEFINITIONS.md. The developer contract lives in docs/spec/ECS_CANON.md.
Catalog
| Component | Category | Creator surface | Use |
|---|---|---|---|
| TransformComponent | Spatial | Default | Position, rotation, and scale. |
| RenderableComponent | Rendering | Default | Mesh or primitive rendering. |
| SpatialCaptureComponent | Rendering | Advanced | Placed imported spatial capture or splat asset. |
| MaterialInstanceOverrideComponent | Rendering | Default | Per-entity material tint/opacity/emissive changes. |
| AnimationStateComponent | Rendering | Default | Mesh animation clip playback state. |
| HairComponent | Rendering | Advanced | Groom binding and render/simulation intent. |
| ColliderComponent | Physics | Default | Collision volume, trigger, or query target. |
| RigidBodyComponent | Physics | Default | Dynamic, kinematic, or static physics body. |
| ForceComponent | Physics | Hidden runtime component | Pending forces, impulses, and torques. |
| VelocityComponent | Physics | Default | Current velocity state and damping. |
| NetworkProfileComponent | Runtime | Advanced | Replication and authority profile. |
| CharacterMovementComponent | Physics | Default | Kinematic character movement configuration. |
| TimerComponent | Runtime | Default | Repeating or one-shot runtime tick event source. |
| CameraComponent | Rendering | Default | Viewpoint and camera follow/look-at behavior. |
| InputProfileComponent | Input | Composite Input section | Owns input actions, policy, prediction, and action-scoped bindings. |
| ScriptComponent | Scripting | Default | Attaches TypeScript behavior. |
| LightComponent | Rendering | Default | Scene lighting. |
| ReflectionProbeComponent | Rendering | Advanced | Local reflection capture. |
| LocalEnvironmentVolumeComponent | Rendering | Advanced | Bounded environment and presentation overrides. |
| TerrainComponent | Rendering | Advanced | Terrain surface rendering. |
| WaterComponent | Rendering | Advanced | Water surface rendering. |
| NavAgentComponent | Physics | Advanced | Server-owned path-following agent intent. |
| DecalComponent | Rendering | Advanced | Projected surface detail. |
| ParticleEmitterComponent | Rendering | Default | Particle effects. |
| TextRenderableComponent | Rendering | Advanced | World-space text. |
| AudioEmitterComponent | Audio | Default | Positional or global audio playback. |
Guides
Dependency Behavior
When you add a component that requires placement, the engine auto-adds Transform if it is missing. Force auto-adds RigidBody and Transform because a force has no effect without a body. Removing a required component is blocked until dependent components are removed.
AI Access
AI tools can inspect component schemas, list components on entities, add components, edit fields, remove components, and set prefab overrides through approval-gated project graph tools. Entity hierarchy is authored through the entity record's parent and sibling fields, not through an ECS component.