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BuiltinComponentDef

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Defined in: ecs/component.ts:503

A component the engine ships, whose storage lives in C++. Carries the same reflection a ComponentDef does, authored at the ES_PROPERTY site instead of in a metadata argument, so tooling reads both the same way.

T

readonly animatableFields: readonly string[]

Defined in: ecs/component.ts:518


readonly assetFields: readonly AssetFieldMeta[]

Defined in: ecs/component.ts:514


readonly colorKeys: readonly string[]

Defined in: ecs/component.ts:517


readonly optional discoverAssets?: (data) => AssetRef[]

Defined in: ecs/component.ts:524

Record<string, unknown>

AssetRef[]


readonly entityFields: readonly string[]

Defined in: ecs/component.ts:516


readonly fieldMeta: Readonly<Record<string, FieldMeta>>

Defined in: ecs/component.ts:523


readonly readonlyFields: readonly string[]

Defined in: ecs/component.ts:522

Fields authored readonly (engine-computed outputs); the editor never writes them back.


readonly renderableField: string | null

Defined in: ecs/component.ts:529

Bool field gating this component’s visibility, or null if it draws nothing. Authored ES_COMPONENT(renderable=<field>).


readonly replicatedFields: readonly string[]

Defined in: ecs/component.ts:520

Fields authored replicated at the C++ ES_PROPERTY site (via COMPONENT_META).


readonly optional skeletalFields?: SkeletalFieldMeta

Defined in: ecs/component.ts:515


readonly transient: boolean

Defined in: ecs/component.ts:526

Runtime-only: omitted from scene serialization. Authored ES_COMPONENT(transient).