Entities & Components

Learn the essentials about entities and components in a Decentraland scene

Decentraland scenes are built around entities, components and systems. This is a common pattern used in the architecture of several game engines, that allows for easy composability and scalability.



Overview

Entities are the basic unit for building everything in Decentraland scenes. All visible and invisible 3D objects and audio players in your scene will each be an entity. An entity is nothing more than an id, that can be referenced by components. The entity itself has no properties or methods of its own, it simply serves to group several components together.

Components define the traits of an entity. For example, a Transform component stores the entity's coordinates, rotation and scale. A MeshRenderer component gives the entity a visible shape (like a cube or a sphere) when rendered in the scene, a Material component gives the entity a color or texture. You can also create custom components to serve your scene's required data, for example a custom health could store an entity's remaining health value, and add it to entities that represent non-player enemies in a game.

If you're familiar with web development, think of entities as the equivalent of Elements in a DOM tree, and of components as attributes of those elements.

In the Scene editor, you can view the components that belong to an entity by selecting it.




Components like Transform, Material or any of the shape components are closely tied in with the rendering of the scene. If the values in these components change, that alone is enough for the engine to change how the scene is rendered in the next frame.

The engine is the part of the scene that sits in the middle and manages all of the other parts. It determines what entities are rendered and how players interact with them. It also coordinates what functions from systems are executed and when.

Components are meant to store data about their referenced entity. They can only store this data, they can't modify this data themselves. All changes to the values in the components are carried out by Systems. Systems are completely decoupled from the components and entities themselves. Entities and components are agnostic to what systems are acting upon them.

Syntax for entities and components

The example below shows some basic operations for declaring, and configuring basic entities and components.

When a component is created, it's always assigned to a parent entity. The component's values then affect the entity.

Remove entities

To remove an entity from the engine, use engine.removeEntity()

If a removed entity has any child entities, these change their parent back to the default engine.RootEntity entity, which is positioned at the scene base position, with a scale of 1.

To remove an entity and also all of its children (and any children of its children, recurrently), use the removeEntityWithChildren() helper.

💡 Tip: Instead of removing an entity from the engine, in some cases it might be better to make it invisible, in case you want to be able to load it again without any delay. See Make invisible

Removing entities behind the scenes

An entity is just an id that is referenced by its components. So when removing an entity you're really removing each of the components that reference this entity. This means that if you manually remove all of the components of an entity, it will have the same effect as doing engine.removeEntity().

Once the entity's components are removed, that entity's id is free to be referenced by new components as a fresh new entity.

Nested entities

An entity can have other entities as children. Thanks to this, we can arrange entities into trees, just like the HTML of a webpage.



To set an entity as the parent of another, the child entity must have a Transform component. You can then set the parent field with a reference to the parent entity.

Once a parent is assigned, it can be read off the child entity from the parent field on its Transform component.

If a parent entity has a Transform component that affects its position, scale or rotation, its children entities are also affected. Any position or rotation values are added, any scale values are multiplied.

If either the parent or child entity doesn't have a Transform component, the following default values are used.

  • For position, the parent's center is 0, 0, 0

  • For rotation the parent's rotation is the quaternion 0, 0, 0, 1 (equivalent to the Euler angles 0, 0, 0)

  • For scale, the parent is considered to have a size of 1. Any resizing of the parent affects scale and position in proportion.

Entities with no shape component are invisible in the scene. These can be used as wrappers to handle and position multiple entities as a group.

To separate a child entity from its parent, you can assign the entity's parent to engine.RootEntity.

In the Scene editor, you can see the entire hierarchy of nested entities in your scene on the left-side panel.



Get an entity by ID

Every entity in your scene has a unique number id. You can retrieve a component that refers to a specific entity from the engine based on this ID.

For example, if a player's click or a raycast hits an entity, this will return the id of the hit entity, and you can use the command above to fetch the Transform component of the entity that matches that id. You can also fetch any other component of that entity in the same way.

Get an entity by name

When adding entities via drag-and-drop in the Scene Editor, each entity has a unique name. Use the engine.getEntityOrNullByName() function to reference one of these entities from your code. Pass the entity's name as a string, as written on the Scene Editor's UI, in the tree view on the left.

You're free to perform any action on an entity fetched via this method, like add or remove components, modify values of existing components, or remove the entity from the engine.

All the entities added via the Scene Editor UI have a Name component, you can iterate over all of them like this:

Add or replace a component

Each entity can only have one component of a given kind. For example, if you attempt to assign a Transform to an entity that already has one, this will cause an error.

To prevent this error, you can use .createOrReplace instead of .create. This command overwrites any existing components of the same kind if they exists, otherwise it creates a new component just like .create.

Access a component from an entity

You can access components of an entity by using the entity's .get() or the getMutable() functions.

The get() function fetches a read-only reference to the component. You cannot change any values from this reference of the component.

If you wish to change the values of the component, use the getMutable() function instead. If you change the values in the mutable version of the component, you're directly affecting the entity that component belongs to.

See mutable data for more details.

The example above directly modifies the value of the x scale on the Transform component.

If you're not entirely sure if the entity does have the component you're trying to retrieve, use getOrNull() or getMutableOrNull().

If the component you're trying to retrieve doesn't exist in the entity:

  • get() and getMutable() returns an error.

  • getOrNull() and getMutableOrNull() returns Null.

Remove a component from an entity

To remove a component from an entity, use the entity's deleteFrom() method of the component type.

If you attempt to remove a component that doesn't exist in the entity, this action won't raise any errors.

Check for a component

You can check if an entity owns an instance of a certain component by using the has() function. This function returns true if the component is present, and false if it's not. This can be very handy for using in conditional logic in your scene.

💡 Tip: You can also query components to fetch a full list of components that hold a specific component, or a specific set of components. Do not iterate over all entities in the scene manually to check each with a has(), that approach is a lot less efficient.

Check for changes on a component

Use the onChange function to run a callback function any time that the values of the component change for a given entity. This works on any component, and is a great shortcut for helping keep your code readable.

The callback function can include an input parameter that contains the new state of the component.

If the component is removed from the entity, then the function is called with an input of undefined.

Reserved entities

Certain entity ids are reserved for special entities that exist in every scene. They can be accessed via the following aliases:

  • engine.RootEntity

  • engine.PlayerEntity

  • engine.CameraEntity

The root entity

All entities in the scene are children of the engine.RootEntity, directly or indirectly.

The player entity

The engine.PlayerEntity entity represents the player's avatar. Fetch the player's Transform component to get the player's current position and rotation, see user data. You can also modify this Transform to move the player, see move player.

The camera entity

The engine.CameraEntity entity represents the player's camera. Fetch the camera's Transform component to get the camera's position and rotation. You can also fetch the camera's CameraMode component to know know if the player is using 1st or 3rd person camera mode, see camera mode.

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