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All components

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.

This page lists all components available out of the box in Dacha.

Component What it is Documented in
Animatable Animation 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 Below

Transform belongs to no system, so it has no system page to live on. Actors explains what local and world mean. This is the field list.

The editor’s inspector and the runtime object spell the same values differently:

Where Field Unit
Inspector offset pixels
Inspector rotation degrees
Inspector scale factor
Runtime local.position, world.position pixels
Runtime local.rotation, world.rotation radians
Runtime local.rotationDeg, world.rotationDeg degrees
Runtime local.scale, world.scale factor

Rotation is stored in radians, and rotationDeg reads and writes the same value in degrees:

transform.local.rotationDeg = 90;
transform.local.rotation = Math.PI / 2; // the same thing

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.