Components
A component is a piece you add to an entity (anything placed in your map) to give it a look or a behaviour. An entity with no components is only a name in Scene Objects. Everything an entity looks like or does comes from its components.
To see an entity's components, pick it and look in the Inspector on the right. Add component adds another one, and the bin icon on a component removes it.
Each heading below matches the name the Inspector shows, so you can search this page for what you see on screen.
Transform
Where the entity is, which way it faces, and how big it is. Every entity has one, and you can't remove it.
| Setting | What it means | Starts at |
|---|---|---|
| Position | Where it is, as X, Y and Z. | 0, 0, 0 |
| Rotation | How far it's turned around each axis. | 0, 0, 0 |
| Scale | How big it is. 1 is normal size. | 1, 1, 1 |
You normally change these by dragging in the viewport with the transform tools. Type numbers here when you need something exact.
Prefab
A prefab is a ready-made entity you place in one go, like a whole robot. The editor adds this component when you place one; you never add it yourself.
What you see under it are the prefab's own variables — the handful of fields its author left open for you, in the order they declared them. The shipped robot prefabs expose these:
| Prefab | Variables |
|---|---|
| Robot | Personality, Voice, Plastic, Metal |
| MuniciPal Robot | Personality, Plastic, Metal |
| Copbot | Personality |
Everything else about a prefab — its body, which components it has — is fixed. Change a variable and only that instance changes.
Appearance
Gives the entity a body: one 3D model.
| Setting | What it means | Starts at |
|---|---|---|
| Model | The 3D model to show. | none |
Use it for props, and for models that come in one piece, like copbot. For a robot you want to recolour or dress up, use Humanoid Body Parts instead.
Agent
Makes an entity a character the player can talk to. See robots and personalities for how to write one.
| Field | Type | Notes |
|---|---|---|
| Voice | voiceset asset | One only, and not audible in the editor. Left empty, the robot keeps whatever voice its body ships with. |
| Visual description | text | How it describes its own appearance. |
| About | lore or lore-collection | One entry; what this robot knows. |
| Personality | personality asset | One only. Bio, knowledge and speech examples. |
Lore is a block of text about one subject. A lore collection is a list of lore, so you can give a robot several at once. See the glossary.
Point of Interest
Makes a piece of scenery something robots know about and the player can ask about, like a statue, a poster or a locked door.
| Setting | What it means | Starts at |
|---|---|---|
| About | One lore or lore collection about this entity. | empty |
| Visual description | A sentence about what it looks like. | empty |
| Hidden | Robots don't notice it on their own. | off |
Turn Hidden on for a secret. Robots won't mention it by themselves, but they still hear about it when something happens involving it.
Spawn Location
Where the player appears when the map starts. It has no settings; only its position matters.
Put it on an entity of its own, not on a robot or a prop. That way, moving the scenery never moves where the player appears by accident.
Humanoid Body Parts
Builds a robot out of body parts, and sets its colours.
| Field | Type | Notes |
|---|---|---|
| Plastic | material asset | A row of swatches — 11 plastics, or Default. |
| Metal | material asset | Same, for its exterior metal: 7 metals, or Default. |
| 45 part slots | model or robot-part asset | Pre-filled with the standard body. |
The slots come in three groups:
- Skeleton — hips, spine, chest, neck, head, and both arms, legs, hands, feet and fingers. These start filled with the standard body.
- Accessories — hat, glasses, beard, hair, belt, shirt, trouser legs, ears and necklace. These start empty.
- Functional — face, status badge, and the item it holds. The face starts filled; the others start empty.
Only change the slots you care about. The rest can stay as they are.
WARNING
Plastic and Metal only colour robots built from parts. A one-piece model like copbot won't change colour, so give that one an Appearance instead.
Area of Interest
Information about the whole scene. You won't find it in Add component: the editor keeps one hidden Area of Interest in each scene and looks after it for you. Maps imported from elsewhere may have their own, which still work and show up in the Inspector.
Not yet available
These components aren't in the editor yet: Teleport, Toggle Trigger, Grabbable, Event Trigger and Kill Trigger. They'll be added here when they're ready. See what's not possible yet.