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Components

Components attach reusable behavior to scene objects. A single object can have many components, and each component exposes fields, actions, conditions, and events that can be configured in the inspector and wired into Object Flow.

Start here

GuideUse it for
Getting startedAttach built-ins and build a first component-driven interaction
Built-in referenceLook up shipped components and their fields
Project components and StudioAuthor custom components in the editor
Object Flow integrationCall component actions and conditions from graphs
ArchitectureUnderstand the runtime model
Code authoringAdd or extend components in code

Core ideas

TermMeaning
ThingA scene object, such as a sprite, button, group, or helper
Component definitionThe schema and behavior for a component type
Component instanceOne attachment of a component to one object
ComponentHostThe per-object runtime container for attached components
Component StudioThe editor workspace for browsing built-ins and authoring project components

Common built-ins

ComponentPurpose
Interactable / Draggable / Drop ZoneTap, drag, and drop interactions
Motion / Sprite Renderer / Sprite AnimatorTransform motion, drawing, frame sequences
Health / Health Bar / Stats / TeamCombat state and display
Inventory / PickupItems and collectibles
Platformer / Top-Down / Side-Scroller ControllerPlayer movement
Rigid Body 2D / Collider 2D / Joint 2D / ProjectilePhysics bodies, shapes, constraints, sticky shots
Spawner / Timer / HazardWaves, clocks, damage zones
Scene CameraPlay viewport camera

See Built-in reference for the full catalog. Project components register alongside built-ins when the project loads.

Where components appear

Editor areaWhat you do there
Arrange inspectorAdd, remove, and configure components on selected objects
Components workspaceBrowse built-ins and create project components
Object FlowUse component action and condition nodes
Play modeComponents run lifecycle hooks and respond to graph calls

Opal Engine — MIT licensed