- Entity properties can be set with the Edit Tool, or the 'Edit Entity' desktop window.
- Entities are made of Entity Components . There is always a 'Main' component which sets properties like the Entity name / if it's disabled, and a 'Transform' component which sets where it is in the world and what it's connected to.
- Entity ComponentEntity Component - Entity Components are on Entities and set their behavior and other properties such as physics / how they look. New components can be made in either MBScript or C# programmings can be added to entities - which will also add of that components required components. Components are created with either MBScript, or C# programming.
- Prefabs can be created made from 1 or more entities. Prefabs can then be used just like other Entity assets.
Depending on the Entity type it might Autoconnect to other Entities. This can be turned off/on on the Entity.
If a Entity has a 'Physics' component it will have physics in play mode and a single physics body with anything it is connected to (including connected Entities without Physics component).
Physics is done by connections rather than a Hierarchy (which is the usual ways physics are done in other games).
Physics can be turned on for Entities in edit mode to have them collide with the environment / other entities when placing.
Gravity can also be turned on to have them fall to the ground (good for realistic placing of props).
Updated over 1 year ago