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Web Engine includes 50+ built-in components covering transforms, physics, rendering, audio, AI, networking, and more.
Components are pure data containers that define what an entity isand what it has. By combining components, you create unique game objects without inheritance hierarchies.
Transform, LocalTransform, Parent, SiblingIndex — hierarchy and positioning.
MeshRenderer, Light, Camera, MaterialRef, LOD — Three.js rendering.
RigidBody, Collider, CharacterController, Joint — Rapier3D integration.
AudioSource, AudioListener, AudioZone — 3D spatial audio.
ParticleEmitter — GPU-accelerated particle systems with behaviors.
Health, CharacterController, Inventory, Team, Vehicle — gameplay systems.
| Component | Description | Key Properties |
|---|---|---|
| Transform | World position, rotation, scale | position, rotation, scale, quaternion |
| LocalTransform | Position relative to parent | position, rotation, scale, quaternion |
| Parent | Parent-child hierarchy | eid |
| SiblingIndex | Order among siblings | value |
| TransformDirty | Marks transform changed | flags |
| Component | Description | Key Properties |
|---|---|---|
| RigidBody | Physics simulation body | type, mass, friction, restitution |
| Collider | Collision shape | type, size, offset, isSensor |
| Velocity | Linear and angular velocity | linear, angular |
| CharacterController | Kinematic character movement | speed, jumpHeight, grounded |
| Joint | Physics constraints | type, connectedEntity, anchor1, anchor2 |
| TriggerVolume | Trigger/sensor zones | shape, size, collisionGroup |
| Component | Description | Key Properties |
|---|---|---|
| MeshRenderer | 3D mesh rendering | primitiveType, assetId, castShadow |
| MaterialRef | Material assignment | assetId, colorOverride, tiling, offset |
| MeshColor | Mesh color tint | r, g, b, a |
| Light | Lighting | type, intensity, color, castShadow |
| Camera | View camera | fov, near, far, aspect |
| Renderable | Marks entity as renderable | — |
| RenderLayers | Layer-based rendering | mask |
| CullingMask | Camera culling mask | mask |
| BoundingBox | Spatial bounds | min, max, center, radius |
| LODGroup | Level of detail | distances, assetIds, currentLOD |
| Component | Description | Key Properties |
|---|---|---|
| AudioSource | 3D sound emitter | assetId, volume, loop, spatial, pitch |
| AudioListener | Receives audio (on camera) | active |
| AudioZone | Reverb/occlusion area | shapeType, reverbPreset, occlusionFactor |
| Component | Description | Key Properties |
|---|---|---|
| ParticleEmitter | GPU particle system | maxParticles, emissionRate, lifetime, speed |
| Component | Description | Key Properties |
|---|---|---|
| Animation | Skeletal animation | clipIndex, speed, weight, loop |
| AnimationGraphComponent | Animation state machine | graphId, state |
| AnimationLOD | Animation level of detail | distance, lodLevel, updateInterval |
| Component | Description | Key Properties |
|---|---|---|
| Health | Health/damage tracking | current, max |
| CharacterController | Character movement | speed, jumpHeight, grounded |
| Inventory | Item storage | capacity, locked |
| Team | Team affiliation | id |
| Vehicle | Vehicle physics | type, maxSpeed, acceleration |
| Projectile | Bullet/arrow physics | ownerId, damage, speed, lifeTime |
To add a component to an entity in the editor:
Component Shortcuts
When creating entities via right-click menu (e.g., "3D Object → Cube"), all necessary components are added automatically.
Some components work best together:
Transform — Position in worldMeshRenderer — Visual meshCollider (static) — Collision for raycasts/physicsTransform — Position in worldMeshRenderer — Visual meshRigidBody (dynamic) — Physics simulationCollider — Collision shapeTransform — Position in worldMeshRenderer — Character meshCharacterController — Movement with collisionAnimation — Skeletal animationsScript — Player input handlingAudioSource — Footsteps, voiceTransform — Position in worldMeshRenderer — Enemy meshNavMeshAgent — PathfindingAnimation — Skeletal animationsTarget — Reference to playerHealth — Damage/deathScript — AI behavior