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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.

  • 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