Writing a behavior
A behavior is logic scoped to one actor. It is declared much like a system, with a decorator that names it, but it receives the actor it belongs to and runs only for that actor.
What this page will cover
Section titled “What this page will cover”- The decorator that names it
- What the options argument carries
- The lifecycle methods available
- Attaching a behavior to an actor in the editor
- Registering behaviors with the engine
- When a system is the better choice