Expand description
Core ECS types for game logic.
Structs§
- Audio
Source - An ECS component that makes an entity an emitter of sound.
- Camera
- A component that defines a camera’s projection parameters.
- Children
- A component that lists the direct children of an entity.
- Collider
- Component representing a collider attached to an entity.
- Directional
Light - A directional light source that illuminates from a uniform direction.
- Entity
Id - A unique identifier for an entity in the world.
- Global
Transform - A component that stores the final, calculated, world-space transformation of an entity.
- Light
- A component that adds a light source to an entity.
- Name
- A component providing a human-readable name for an entity.
- Parent
- A component that establishes a parent-child relationship.
- Point
Light - A point light source that emits light in all directions from a single point.
- Rigid
Body - Component representing a rigid body in the physics simulation.
- Spot
Light - A spot light source that emits light in a cone from a single point.
- Tag
- Free-form string tags attached to an entity for grouping and querying.
- Transform
- A component that describes an entity’s position, rotation, and scale
relative to its
Parent. If the entity has noParent, this is relative to the world origin. - Without
- A
WorldQueryfilter that matches entities that do NOT have componentT.
Enums§
- Body
Type - Defines the type of a rigid body.
- Collider
Shape - Supported collider shapes.
- Light
Type - An enumeration of all supported light types.
- Material
Ref - Authored reference to a material — the only serialized material form.
- MeshRef
- Authored reference to a mesh — the only serialized mesh form.
- Procedural
Mesh Kind - Identifies a known procedural mesh primitive.
- Projection
Type - Defines the type of camera projection.
Traits§
- Component
- A marker trait for types that can be used as components in the ECS.
- Component
Bundle - A trait for any collection of components that can be spawned together as a single unit.