entity

Entity

STD Library
Component
Combine:
Component

The basic component of an entity. All components will combine this component.

Properties

Name Type Description Script Name
Enabled Bool \ Enable_Deprecated
Tags String List The list of tags Tags
Active Self Bool Read Only
Whether it can be active on self. To use in the scenery, you must use “Active in scenery or not”. This is read only and configured using an API.
ActiveSelf
Parent available or not Bool Read Only
Whether all parents are active. This is read only and not visible to players.
ActiveParent
Active in Hierarchy Bool Read Only
Whether it can be used in the scenery. This is read only and depends on “Parent available or not” and “Activity status”.
ActiveInHierarchy
Turn on logic refresh or not Bool Whether to turn on logic update. When off, the blocks on this entity will stop updating every frame. Enable
Name String The object name customized by the player Name
AOI Setting Int Read Only
If 0, automatically calculate whether the object will be filtered; if 1, always not filtered and always be synced; if 2, always filtered
AOISetting

Event

Name Description
On Awake Triggered after the current entity is created
On Destroy Triggered before the current entity is destroyed.
On Enable Triggered after the current entity becomes available.
On Disable Triggered after the current entity becomes unavailable.
On Update Triggered when a logic frame is updated. The frequency of this event triggering will vary depending on the platform and settings.
On Fixed Update Triggered when a fixed frame is updated, the frequency is fixed at 30 times per second
On Change Team Triggers when the team of the current entity changes

API

Name Description
Create Wallet Create a wallet for the target player. Ineffective if the player already has a wallet.
Join Faction The target entity joins the specified faction
Quit Faction The specified entity exits the current faction
Get Faction Get the target’s faction
Is AttackAble Determine whether the target can be attacked
Set Attackable Entity Sets the entity’s attack target
Get Attack Able Entity Gets the entity’s attackable targets
Set Active Set the active state of the target entity and its children nodes; availability, visibility, collisions, etc. are turned off for inactive objects
Set Camera Follow Set the position of the camera entity to always follow the target entity
Set Camera Focus Set the camera entity to always face the target entity
Create Interpolation Motion[Obsolete] Create Tween
Create Self Relative Create relative self-motion, the target entity changes each time relative to its current attribute value
Create Frame Self Relative Creates relative motion per frame. The target entity changes its own attributes once per frame, each time relative to its current attribute value.
Create Tween Create interpolated motion, the specified attributes of the target entity will move smoothly according to the settings
Get Children Get all child nodes of the target parent node entity
Get Child By Index Get the specified child node of the target parent node entity according to the index
Get Child By Name Get the specified child node of the target parent node entity by name
Get Parent Get the parent node of the target child node entity
Clear All Children Delete all child nodes under the specified parent node entity. The node must have a Transform component.
Create Trajectory Creating a Trajectory motion will give the target entity an initial velocity and acceleration with direction
Create Follow Creates a following motion where the target entity follows the specified object.
Create Look At Creates a gaze following motion, where the target entity stays oriented towards the specified object
Create Mini Map Pixel Create a static pixel on the map for the target object. The static pixel will not move with the target object.
Create Damage Num Create damage tick
Get Skeleton Part By Name Get the bone attachment point by name
Join Team Making the target join the specified team, this will cause the target to leave the original team
Join New Team Making the target join a new team,this will cause the target to leave the original team
Create Along Path Motion Create an interpolated movement along a path to make the object move along the specified path