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Components

Components are the data blocks that make an entity do something. The current built-in component set has 25 components. Add them through the Inspector, component palette, right-click entity menu, scripts, visual scripts, or approved AI tools.
engine v1.0.234Copy for LLM

Categories

  • Rendering: Renderable, Material Override, Animation State, Camera, Light, Reflection Probe, Terrain, Water, Decal, Particle Emitter, World Text.
  • Physics: Collider, Rigid Body, Force, Velocity, Nav Agent.
  • Audio: Audio Emitter.
  • Runtime and structure: Transform, Hierarchy, Timer.
  • Input and scripting: Input Actions, Input Bindings, Input Context Stack, Script.

Important Rules

  • Spatial/rendering/physics/audio components that need placement auto-add Transform when added through the project graph.
  • Force auto-adds Rigid Body and Transform.
  • Hierarchy is structural. Change parent/child order through hierarchy tools, not by removing the Hierarchy component.
  • Force is hidden from normal add menus because scripts and physics APIs mutate it.
  • The visible Input entry is a composite backed by three ECS components: Input Action Declarations, Input Binding Set, and Input Context Stack.
  • StateMachineComponent is not a current built-in component. Removed-component contract metadata points creators to script assets and ScriptComponent.

Detailed field/default canon lives in docs/spec/ECS_CANON.md and docs/spec/COMPONENT_TYPE_DEFINITIONS.md.

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