{"id":10195,"date":"2024-07-13T01:38:41","date_gmt":"2024-07-13T05:38:41","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-pro-docs&p=10195"},"modified":"2024-11-02T15:46:08","modified_gmt":"2024-11-02T19:46:08","slug":"components-interface","status":"publish","type":"sceneri-pro-docs","link":"https:\/\/www.sceneri.com\/sceneri-pro-docs\/components-interface\/","title":{"rendered":"Components"},"content":{"rendered":"
The Entity Component system in the Sceneri Editor streamlines how Entities are created and managed within a scene, making it easier for developers to organize and build game content. Designed with flexibility and ease of use in mind, this system allows developers to assemble games by configuring Entities with a range of modular Components.<\/p>\n
In the Sceneri Editor, developers can set up empty Entity containers and then add Components to define their behaviors and functions. These Components, such as Mesh, Light, Constraint, and Character Controller, enable the creation of reusable prefabs that level designers can place across the game for consistent setups.<\/p>\n
The Components panel provides access to all Components that can be added to an Entity, and this article provides detailed information on the settings for each one.<\/p>\n<\/div>\n<\/div><\/div><\/div>
Animation Components are used for anything that has complex animation data and uses a skeleton. Animation Components have a complex Skeleton inside which helps move the vertices of the Skeletal Mesh to match the current animation.<\/p>\n<\/div>
See Section ><\/strong><\/a><\/p><\/div><\/div> An Audio Component is used to create and control an instance of sound. For example, say you wanted a particle sfx that resembles a crackling campfire fire in your scene.<\/p>\n<\/div> See Section ><\/strong><\/a><\/p><\/div><\/div> The Camera Components add a camera perspective as a sub-object to an Entity. For example, you could use Camera Components to switch between multiple cameras in your scene during gameplay.<\/p>\n<\/div> See Section ><\/strong><\/a><\/p><\/div><\/div> See Section ><\/strong><\/a><\/p><\/div><\/div> Gameplay Components are a framework for building the types of attributes that you might find in an RPG or goal-based gameplay setup. Examples include collectibles and finish flags for level progression.<\/p>\n<\/div> See Section ><\/strong><\/a><\/p><\/div><\/div> Different types of Light Components will allow you to add a light source as a sub-object to an Entity, depending upon the effect you aim to achieve this can vary from directional lights (sun) or a simple candlelight (point light).<\/p>\n<\/div> See Section ><\/strong><\/a><\/p><\/div><\/div> The Gravity Components are used to affect global or local gravity within a scene. For example, a Spline Gravity Component allows you to push a player or dynamic object along a path (spline) in your scene.<\/p>\n<\/div>Audio<\/h4><\/div>
Camera<\/h4><\/div>
Character Controllers<\/h4><\/div>
Gameplay<\/h4><\/div>
Light<\/h4><\/div>
Physics<\/h4><\/div>