Spawner utility for creating new actors within this scene
ReadonlychildrenCollection of actors contained within this scene
Custom data storage for scene-related information
ReadonlyidId of the entity
ReadonlynameName of the entity
Parent of the entity
Template collection used for creating actors from predefined templates
Dispatches an event to the event target.
Events are processed in the engine event queue at the beginning of each frame in order that they were dispatched.
Type of event to dispatch
Payload of the event
Dispatches an event to the event target immediately.
Events are processed immediately and not added to the engine event queue.
Type of event to dispatch
Payload of the event
Finds a child entity by a predicate function.
A function that runs on each child entity and should return true if the child entity matches the predicate or false otherwise
Whether to search recursively through the children
Child entity or undefined
Finds a child entity by its id.
Id of the child entity
Whether to search recursively through the children
Child entity or undefined
Finds a child entity by its name.
Name of the child entity
Whether to search recursively through the children
Child entity or undefined
Gets the event listeners for the event target.
Type of event to get the listeners for
Event listeners for the event target
Removes the entity from its parent.
Removes all event listeners from the event target.
A scene represents a distinct game level, menu, or gameplay state within the game world.
Scenes serve as the primary organizational unit in the engine architecture. Each scene contains a collection of actors that can be accessed and managed directly or through utilitiy classes such as the ActorQuery.
Scenes are typically created from configuration data rather than instantiated directly. SceneManager reads scene configurations and creates scene instances with their associated actors automatically.