Generating scripts
The editor can write the boilerplate for a new component, system, behavior, shader or filter effect directly into your project. Combined with the auto-registration convention, the generated class is usable in the inspector and in the game without any further wiring.
What this page will cover
Section titled “What this page will cover”- Generating a component, system or behavior
- Where the generated file lands and how it is named
- What the generated template contains
- How the editor picks the class up
- How the game picks the same class up
- Reloading the editor after a change