Scene Graph Iteration Tutorial
Unlike the traditional actor system found in Unreal Engine, Scene Graph uses a system of entities and components to define objects in the world. Entities act as containers for components and other entities, and components provide relations to the entities they’re attached to. Creating a game object with Scene Graph involves starting from a base entity and adding data and behaviors using components. Each component brings a new behavior, and by combining them together, you can build complex objects that you can reuse and iterate on.
Building Basics
To illustrate this point, take a look at the series of light posts in the first section of the template hall. Each light post is a prefab, or a collection of entities and components saved as a single object. The prefab object shares the characteristics, behavior, properties, and attributes of the entities and components it's built from. To learn more about entities and components, see the Working with Entities and Components document.
Iteration Through Instantiation
Prefabs are assets, and this allows you to instantiate them in your levels while editing or during gameplay. Each time you drag a prefab out of the Content Browser or create a copy using Verse code, you’re instantiating a new instance of that Scene Graph prefab in the world.
You're reading a preview
The full reference is free for BrainDeadGuild Discord members — sign in to read it all, or open the original at the source.
Sign in with your BrainDead.TV / BrainDeadGuild Discord account for full access.