Transform
Vaelis 1.0.0 Transform component reference: fields, script API, behavior and examples.
#What it does
Position, rotation and scale. Every spatial entity uses a Transform.
#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
| Field | Type | Purpose | Default |
|---|---|---|---|
x | number | World position X. | 0 |
y | number | World position Y. | 0 |
z | number | Pseudo-3D depth; affects sprite scale only when Camera.enablePseudo3D is enabled. | 0 |
rotation | number | Rotation in degrees around Z. | 0 |
scaleX | number | Horizontal scale multiplier. | 1 |
scaleY | number | Vertical scale multiplier. | 1 |
#Tuning behavior
These are the practical direction-of-change rules for the most important controls on this component.
| Setting | What changing it does |
|---|---|
x / y | World position. Increasing X moves right; increasing Y moves down in the engine’s 2D world convention. |
rotation | Degrees clockwise visually in the screen coordinate convention; 0 points along +X for directional/spot light orientation. |
scaleX / scaleY | 1 is native scale; >1 enlarges; 0.5 halves size; negative values mirror the corresponding axis. |
#Script API
| Member | Kind | Description |
|---|---|---|
position | Property | { x, y } world-space position; read or assign. |
rotation | Property | Rotation in degrees. |
translate(dx, dy) | Method | Move by a delta amount. |
lookAt(x, y) | Method | Point the entity toward a world-space point. |
scale | Property | Available on this module. |
#Examples
this.position = { x: 200, y: 120 };this.rotation = 45;this.translate(50 * time.deltaTime, 0);