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Gameplay 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.

AudioListener

The ear spatial audio is mixed relative to — usually the camera or the player.

Explained in assets/audio.

FieldTypeDefaultNotes
enabledbooleantrue

AudioSource

Declarative playback attached to an entity, attenuated by distance when spatial.

Explained in assets/audio.

FieldTypeDefaultNotes
clipAsset<audio>none
busstring"sfx"
volumenumber1
pitchnumber1
loopbooleanfalse
playingbooleanfalseRaise to play, lower to stop. The engine lowers it when a non-looping clip ends.
finishedbooleanfalseClip completed (runtime, read-only). Raise Playing to play it again.
playOnAwakebooleanfalse
spatialbooleanfalse
minDistancenumber100
maxDistancenumber1000
attenuationModelnumber1
rolloffnumber1
prioritynumber0
enabledbooleantrue

BehaviorTreeAgent

Ticks a behavior tree asset against a blackboard, calling registry actions at its leaves.

Explained in gameplay/ai/behavior-trees.

FieldTypeDefaultNotes
btAsset<behaviortree>none
statusstringemptyLast root status (runtime, read-only).

EventBinding

Wires an event on this entity to named actions — gameplay authored in the inspector, with no script.

Explained in scripting/events.

FieldTypeDefaultNotes
rowsarrayempty

Steers an entity along a path found on the navigation grid.

Explained in gameplay/ai/navigation.

FieldTypeDefaultNotes
speednumber120 Range ≥ 0.
radiusnumber0 Range ≥ 0.
arriveRadiusnumber6 Range ≥ 0.
repathIntervalnumber0.5Replan cadence while moving; 0 = only when the target changes. Range ≥ 0.
hasTargetbooleanfalse
targetXnumber0
targetYnumber0
targetZnumber0
arrivedbooleanfalse

A box of ground that costs more or less to cross — mud, water, a road.

Explained in gameplay/ai/navigation.

FieldTypeDefaultNotes
halfExtentsVec3(200, 100, 200)
costnumber3What crossing it costs against 1 for open ground. Range ≥ 0.
enabledbooleantrue

A way between two places the ground does not join — a drop, a ladder, a plank.

Explained in gameplay/ai/navigation.

FieldTypeDefaultNotes
startVec3(0, 0, 0)
endVec3(0, 0, 150)
bidirectionalbooleantrueWhether it can be taken both ways — a drop off a ledge cannot.
radiusnumber50How far from each end ground may be and still be joined. Range ≥ 1.
enabledbooleantrue

A box that blocks without being geometry — a door, a gate, a placed building.

Explained in gameplay/ai/navigation.

FieldTypeDefaultNotes
halfExtentsVec3(50, 100, 50)
enabledbooleantrueWhether it blocks right now — a door that opens.

The box a navigation mesh is baked over, out of the scene’s own collision geometry.

Explained in gameplay/ai/navigation.

FieldTypeDefaultNotes
halfExtentsVec3(1000, 500, 1000)
cellSizenumber50 Range ≥ 1.
cellHeightnumber10Vertical voxel size; what separates one level from the one above it. Range ≥ 1.
maxSlopeDegreesnumber45 Range 0–89.
agentHeightnumber180Headroom an agent needs to walk somewhere. Range ≥ 0.
agentRadiusnumber30How wide the agent is; the mesh is pulled back from walls by this. Range ≥ 0.
stepHeightnumber40 Range ≥ 0.
layersnumber0Layer mask the ground is taken from; 0 = every layer. Range ≥ 0.

NetGhost

Tag: this entity is a client-side proxy of one the server owns.

Explained in scripting/networking.

A tag — it carries no fields.

Perceiver

Senses nearby perception targets within a sight cone and range.

Explained in gameplay/ai/perception.

FieldTypeDefaultNotes
rangenumber220 Range ≥ 0.
fovDegreesnumber360 Range 0–360.
facingAxisstring"x"'x' is screen-right (a flat scene); '-z' is where an imported model faces.
losLayersnumber03D layer mask the sight ray may hit; 0 = every layer. Range ≥ 0.

Perceptiontransient

What a perceiver currently sees — written each frame for the entity's own logic to read.

Explained in gameplay/ai/perception.

FieldTypeDefaultNotes
visiblebooleanfalseA target is seen (runtime, read-only).
distancenumber0
targetXnumber0
targetYnumber0
targetZnumber0
dirXnumber0
dirYnumber0
dirZnumber0

PerceptionTarget

Tag: perceivers can see this entity.

Explained in gameplay/ai/perception.

A tag — it carries no fields.

Replicated

Marks an entity the server replicates to every client.

Explained in scripting/networking.

FieldTypeDefaultNotes
netIdnumber0
ownernumber0
archetypestringempty

ScriptGraphAgent

Runs a script graph asset on this entity — events, an exec wire, and data wires between registered names.

No guide section covers this one yet.

FieldTypeDefaultNotes
graphAsset<scriptgraph>none

StateMachineAgent

Runs a gameplay state machine asset, calling registry actions as states enter, update and exit.

Explained in gameplay/ai/state-machines.

FieldTypeDefaultNotes
fsmAsset<statemachine>none
currentstringemptyActive state (runtime, read-only).