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entity page tweaks
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docs/guide/entities.mdx

Lines changed: 14 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ Entities are usually added from the editor's right-click menu:
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```ts
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// Spawn an Empty into the shared world root
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const pivot = game.world.spawn({
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const pivot = this.game.world.spawn({
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name: "Pivot",
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type: Empty,
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transform: { position: { x: 4, y: 1 } },
@@ -37,9 +37,9 @@ const pivot = game.world.spawn({
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```ts
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// “Crate” lives under prefabs/
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// cloneInto returns the new instance
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const crate = game.prefabs._.Crate.cloneInto(game.world, {
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const crate = this.game.prefabs._.Crate.cloneInto(this.game.world, {
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name: "Crate." + crypto.randomUUID(),
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authority: game.network.self, // I control this crate
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authority: this.game.network.self, // I control this crate
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});
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crate.pos.set(2, 0);
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```
@@ -64,15 +64,15 @@ crate.pos.set(2, 0);
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`root._.<Name>` gives you a quick reference to any **direct child** under a root:
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```ts
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const cam = game.local._.Camera; // generic Entity
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const cam = this.game.local._.Camera; // generic Entity
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```
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The proxy returns an **untyped** `Entity`, so if you want type-specific methods
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(e.g. `Camera.zoom`), cast it:
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```ts
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// get the local camera with full IntelliSense
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const cam = game.local._.Camera.cast(Camera);
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const cam = this.game.local._.Camera.cast(Camera);
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cam.zoom = 2; // Camera-only API
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```
@@ -81,10 +81,18 @@ Dot-path chains work for grandchildren too:
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```ts
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// Prefab » Player » Health
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const health = game.prefabs._.Player._.Health.cast(RichText);
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const health = this.game.prefabs._.Player._.Health.cast(RichText);
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health.text = "HP: 100";
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```
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Names with spaces or symbols-
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If the entity's name isn't a valid JavaScript identifier (contains spaces, hyphens, etc.)
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use bracket access:
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```ts
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// Entity is literally named “My Entity”
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const ent = this.game.world._["My Entity"];
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```
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> The lookup throws if the child name is wrong, so check your spelling against the scene graph panel.
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---

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