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Components index

Components in dacha are documented alongside the system that reads them, because a component on its own does nothing: Collider is meaningless without physics running, Sprite without the renderer. Splitting them into a separate reference would mean two places to look and two places to keep current.

This page is the lookup table. Find the name you saw in the inspector, follow it to the page that explains it in context.

Component What it is Documented in
Animatable Animation timelines attached to an actor Animation
AudioSource A sound attached to an actor Audio
Behaviors The behaviors attached to an actor Behaviors
BitmapText Text drawn with a bitmap font Rendering
Camera Defines the view Camera
CharacterBody Controlled movement with collision response Character Controller
Collider A collision shape Physics
Interpolation Smooths rendering between fixed steps Interpolation
KeyboardControl Maps keys to game actions Input
Mesh Custom geometry Rendering
MouseControl Maps mouse input to game actions Input
PixiView Direct access to pixi.js for one actor Rendering
RigidBody Simulated body with mass and velocity Physics
Shape Vector geometry with fill and stroke Rendering
Sprite An image from a texture asset Rendering
Transform Position, rotation and scale Actors

Transform belongs to no system. Every actor has one, and almost everything else reads it, which is why it is documented with actors rather than under a system.

Components you write appear in the inspector alongside these. See writing a component.

This table says what each component is for, not what every field does. For the exhaustive list of properties, types and methods, see the API reference.