Core components
Every field below is derived from the engine’s own component registry — the same one the editor’s Details panel reads — so the types and defaults here are the values you get when you add the component, and they cannot drift from the code. The prose that explains how to use each one lives in the guides linked per entry.
Children
The entity's children, maintained by the engine alongside `Parent`. Its order is the order children draw in.
Explained in core-concepts/transforms.
| Field | Type | Default | Notes |
|---|---|---|---|
entities | Entity | |
Disabled
Tag added by `setEntityActive(false)`: an entity counts as active exactly while it is absent.
Explained in core-concepts/components.
A tag — it carries no fields.
Name
The entity's display name — what the World Outliner shows and what name lookups resolve against.
Explained in core-concepts/components.
| Field | Type | Default | Notes |
|---|---|---|---|
value | string | empty |
Parent
The entity this one hangs under. The engine keeps it and `Children` in step; set it through the hierarchy API.
Explained in core-concepts/transforms.
| Field | Type | Default | Notes |
|---|---|---|---|
entity | Entity | none |
RuntimeOnly
Tag for a world-only derived entity (the layers a `Tilemap` projects, runtime tile colliders). Scene saves skip it, because persisting one would duplicate it against the next derivation.
Explained in core-concepts/components.
A tag — it carries no fields.
SceneOwner
Which additively-loaded scene owns the entity, and whether it survives that scene being unloaded.
Explained in world/scenes.
| Field | Type | Default | Notes |
|---|---|---|---|
scene | string | empty | |
persistent | boolean | false |
Transform
Position, rotation and scale — plus the read-only world-space values the engine composes down the parent chain.
Explained in core-concepts/transforms.
| Field | Type | Default | Notes |
|---|---|---|---|
position | Vec3 | (0, 0, 0) | Local position in world units, relative to the parent. Replicated. |
rotation | Quat | (0, 0, 0, 1) | Local rotation in degrees, applied X then Y then Z. 2D content turns about Z alone. Replicated. |
scale | Vec3 | (1, 1, 1) | Local scale per axis (1 = original size; negative flips). Replicated. |
worldPosition | Vec3 | (0, 0, 0) | Read-only — the engine computes it. |
worldRotation | Quat | (0, 0, 0, 1) | Read-only — the engine computes it. |
worldScale | Vec3 | (1, 1, 1) | Read-only — the engine computes it. |
Velocity
Constant linear and angular motion applied every frame, with no physics body involved.
Explained in scripting/overview.
| Field | Type | Default | Notes |
|---|---|---|---|
linear | Vec3 | (0, 0, 0) | Replicated. |
angular | Vec3 | (0, 0, 0) | Replicated. |