Guide

Add entities and components

Every entity in the active scene is listed on the right; click one, or click it in the viewport, to edit it live in the Inspector.

The Inspector's Add Component list

Steps

  1. Click Create Entity in the Entities panel (or Create UI Element, see Arrange the UI).
  2. Select it. The Inspector shows one collapsible section per component the entity has.
  3. Use Add Component to attach more. Edit fields directly: there is no intermediate copy and no Apply step.
  4. The trailing x on a section removes that component. Duplicate copies the entity with everything under it into the same parent; Delete removes just that entity and its children become roots.

Component types

A fixed, explicit set rather than generic reflection; each has a hand-written editor next to its Serializer<T>.

ComponentFields
Name / TransformDisplay name; position, rotation, scale.
SpriteVirtual texture path (picked from known assets, not typed), layer, Y-sort.
ColliderRect or circle shape, drawable on the viewport: Add a collider.
CameraZoom and follow-smoothing; previewed live in the viewport.
AudioSourceClip path (picked from known audio), volume, loop.
AnimationClip path, frame duration and a Play/Stop button. It starts stopped so nothing auto-plays when added.
PathFollowWaypoints authored on the viewport: Make an entity follow a path.
Velocity / RigidbodyPlain physics data: linear velocity, mass and drag.
RenderInfoLayer, Y-sort, screen space and sort inheritance. Added automatically, once, whenever a Sprite is.
UI componentsUIRect, UIButton, UILabel, UICheckbox, UISlider, UIPanel and UILayoutItem.

Parent entities

The Entities panel is a tree: roots at the top level, children nested behind a collapsible arrow. A selected child shows a read-only Parent line. A child's transform is relative to its parent, so moving the parent moves everything under it.

ActionHow
New ChildRight-click a row: creates a new entity with just a Transform, attached under that row.
DetachRight-click a child row to make it a root again (disabled on a root).
RemoveRight-click a row to destroy the entity and its whole subtree.
ReparentDrag one row onto another to make it that entity's child. Dropping onto itself or its own descendant does nothing.

Disable an entity

The Disabled checkbox at the top of the Inspector turns an entity off, along with everything under it. A child disabled only because of its parent shows an (inherited from parent) hint. A closed-eye icon marks a disabled row, and every ancestor of a disabled entity too, so it stays visible when its branch is collapsed. Disabled entities stop drawing collider, camera and waypoint overlays.

Unsaved changes

Every field edit, component add/remove, or duplicate/delete marks the scene dirty (the dot next to the Scene selector). Dragging a scalar does not re-resolve assets on each intermediate value, so it stays cheap. Adding a Sprite, or a component with an asset-path field (Animation, AudioSource), resolves it immediately, so a newly picked texture or clip shows up without changing selection.

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