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v1.0.0
Components · v1.0.0

Script

Vaelis 1.0.0 Script component reference: fields, script API, behavior and examples.

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ScopeThis page documents the Script component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Script, then use the script editor via the script asset/project item. IntelliSense completion is driven from the same runtime option metadata.

#What it does

Script component holding a script name, source and enabled state.

Component setup & editor toolsScript attaches a JavaScript file to an entity. The Inspector provides Create New Script, Load Script…, and Open Script Editor controls.

#How to add and use Script

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for Script → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → Script section → Create New Script, Load Script…, or Open Script Editor. After attachment, Enabled controls whether the script runs.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
scriptNamestringScript asset/name.NewScript
sourcestringScript source code.
enabledbooleanWhether the script is enabled.true

#Notes & behavior

  • Scripts are executed by ScriptSystem and receive the lifecycle/globals documented under Scripting. Script components are scene data rather than a `this.script` runtime API.
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.