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Components · v1.0.0

Transform

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

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ScopeThis page documents the Transform 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 (right side) → Transform component, automatically present on every GameObject. Use W/E/R toolbar tools for scene manipulation.

#What it does

Position, rotation and scale. Every spatial entity uses a Transform.

Component setup & editor toolsTransform is automatically present on entities. Select an entity in the Hierarchy; its Transform section appears in the Inspector.

#How to add and use Transform

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 Transform → 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 an entity in the Hierarchy; edit Transform fields in the Inspector. Use the Scene viewport transform gizmo to move/rotate/scale visually.

#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
xnumberWorld position X.0
ynumberWorld position Y.0
znumberPseudo-3D depth; affects sprite scale only when Camera.enablePseudo3D is enabled.0
rotationnumberRotation in degrees around Z.0
scaleXnumberHorizontal scale multiplier.1
scaleYnumberVertical scale multiplier.1

#Tuning behavior

These are the practical direction-of-change rules for the most important controls on this component.

SettingWhat changing it does
x / yWorld position. Increasing X moves right; increasing Y moves down in the engine’s 2D world convention.
rotationDegrees clockwise visually in the screen coordinate convention; 0 points along +X for directional/spot light orientation.
scaleX / scaleY1 is native scale; >1 enlarges; 0.5 halves size; negative values mirror the corresponding axis.

#Script API

MemberKindDescription
positionProperty{ x, y } world-space position; read or assign.
rotationPropertyRotation in degrees.
translate(dx, dy)MethodMove by a delta amount.
lookAt(x, y)MethodPoint the entity toward a world-space point.
scalePropertyAvailable on this module.

#Examples

js
this.position = { x: 200, y: 120 };
js
this.rotation = 45;
js
this.translate(50 * time.deltaTime, 0);
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.