Entities¶
An entity is a numeric id. It has no data of its own; components attached to it give it behaviour and appearance.
Creating¶
- Right-click empty space in the Hierarchy and choose Create Empty Entity.
- Entities created from code use
registry.CreateEntity(), which attaches a defaultPositionandRotation.
Every entity the editor creates gets a Name component so it can be displayed.
Selecting and editing¶
Click an entity in the Hierarchy or in the Scene view to select it. The Inspector then shows its components. Drag values to change them; changes apply immediately and are written to the registry.
Hierarchy¶
Drag a row onto another row to parent it; drop on empty space to detach. Parent motion is
propagated by HierarchySystem before PositionSystem snapshots previous positions, so
children follow their parents without drift.
Destroying a parent destroys its descendants. Parent::relative = true makes a child follow
the parent's delta rather than copying its absolute transform.
Copy, paste, and delete¶
- Ctrl+C / Ctrl+V (Hierarchy focused) copies and pastes the selected subtree.
- Right-click a row for the same actions.
- Del removes the selected entity and its descendants.
Pasted entities keep the original parent and position, so they overlap until you move them. Names are deduplicated.
Naming¶
The Name component is what the editor displays. Entities without one fall back to their id.
Rename from the Inspector or by double-clicking the row in the Hierarchy.