Entity (Object)
Entities are dynamic objects, usually with bones/joints/skeletons, allowing them to have animations, move, and simulate physics in the world.
Examples of entities:doors, characters, any type of a movable object, weapons, destructibles, etc.
Placement and Setup:
There are several ways to add an entity to your level:
- Look for General → Entity in the Entities Toolbar.
- Look for Entity in the Entity List Window.
- By using the Shortcut "Z+LMB" on the level.
An entity should look like a pink transparent cube in the scene.Â
Main Properties | Description |
---|---|
Base | The name of an entity. Recommended: give it a meaningful name! |
Collision Group | Use a standard dynamic collision shell when determining collision with the player. Note that the default value is "no collision shell" which means that the object will not collide with anything. |
Health | Health of the entity. If it's Kinematic (see below) and the Health reaches 0, the entity will start simulating physics. |
JumpOver Allowed | Authorizes the player to perform a "jump over mechanics" on this object. Recommended: for dynamic objects = FALSE, for static entities = depends on the situation. |
Model | On "...", you can select a model for the entity (e.g. barrel). |
PhysX:Â Allow | Authorize the Physics engine to take this object into account. |
PhysX:Â Allow on Detach | Authorize the Physics engine to take this object into account, if it ever gets detached. |
PhysX:Â Kinematic | Allow the object to be totally immovable (used the most for scripted entities). |
PhysX:Â Raycast | Allow the object to be "hit" by bullets, light, and raycasting. Recommended:Â TRUE.Otherwise, the object will feel like a ghost. |
PhysX: Raycast AI | Allow the object to obstruct AI vision (can be set to FALSE in case of transparent objects (e.g.: windows, grids). |
PhysX: Sleeping | Physics will not be initiated, if the object is static or does not interact with any other object. Recommended: always be set to TRUE, for performance. |
Render:Â Cast AO? | Enable the entity to cast Ambient Occlusion. |
Render:Â Ghost? | Disable render of the entity, making it invisible. |
Render:Â Shadow Cast | Enable the entity to cast shadows. |
Startup Animation | If the entity has an animation, you can set up an animation to play when the game starts. |
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