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API reference · v1.0.0

this (EntityContext) reference

Every this.* sub-object reachable inside a script, its required component, and its exact members.

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Need to know what must exist first?Use the API requirements & complete usage map to see prerequisites for every global and component API.

#Scope

This page lists every sub-object reachable from this inside a script, and what each requires. For the flat shortcuts (this.x, this.position, etc.) and the lookup/lifecycle helpers (this.destroy(), this.hasComponent(), this.isClone), see Entity shortcuts — this page covers only the per-component sub-objects.

Typed errors, not undefinedEvery sub-object below throws a clear, typed error (see Errors & debugging) if accessed on an entity missing the required component, and throws a distinct error on an unknown member name (a typo) rather than returning undefined.

#this.transform

Requires: nothing (every entity has one). Mirrors the flat shortcuts as an object: position {x,y}, rotation, scale {x,y}, translate(dx, dy), lookAt(x, y) (rotates to face a point).

#this.rigidbody

Requires: Rigidbody2D. The exposed shape depends on the body’s current bodyType (Dynamic / Kinematic / Static) — checked live on every access, so changing bodyType at runtime is reflected immediately.

MemberDynamicKinematicStatic
velocity, velocityX, velocityY✓✓ (drives movement)—
mass, gravityScale, linearDamping, angularDamping✓——
addForce(x,y), addImpulse(x,y), addTorque(t), addAngularImpulse(t)✓——
move(dx, dy)—✓—
isGrounded, isOnCeiling, isOnWall, isOnSlope, groundAngle✓✓—
js
// Dynamic body — apply forces:
function onUpdate() {
  if (input.keyPressed("Space") && this.rigidbody.isGrounded) {
    this.rigidbody.addImpulse(0, -400);
  }
}

// Kinematic body — drive movement directly:
function onUpdate() {
  this.rigidbody.move(50 * time.deltaTime, 0);
}

See Rigidbody2D for what each field means physically.

#this.controller

Requires: CharacterController. Shape depends on controllerType. Shared across the walk-family types (Character/Platformer/Top-Down): moveSpeed, acceleration, airControl, canJump, jumpForce, maxJumps, simulateMove(x,y), simulateJump(), isGrounded/isOnCeiling/isOnWall/isOnSlope/groundAngle. Car adds maxSpeed, brakeForce, turnSpeed, driftFactor, simulateDrive(throttle, steer), simulateDriveJoystick(x,y), simulateDriveToward(x,y). Follow adds targetName, followSpeed, followDistance. Patrol adds patrolMode, patrolAxis, patrolDistance, flipDirection(), facingDirection.

#this.collider

Requires: Collider2D. Read-mostly: shape, width, height, radius, offset {x,y}, isTrigger, isOneWayPlatform, friction, restitution, density, layer, mask, and the read-only isColliding contact state.

#this.sprite / this.shape / this.text

Requires SpriteRenderer, ShapeRenderer or TextRenderer respectively. See each component’s own reference page for the exact field list — the object shape mirrors the component data one-to-one.

#this.strokePath, this.speechBubble, this.chat, this.textInput, this.joystick

Each requires its matching component (StrokePath, SpeechBubble, ChatLog, TextInput, Joystick) and mirrors that component’s script API — see the component’s own reference page.

#this.animator, this.camera, this.audio, this.ear, this.joint, this.navAgent, this.light, this.shadowCaster

Each requires SpriteAnimation, Camera, AudioSource, AudioListener, Joint2D, NavAgent2D, Light or ShadowCaster respectively, and exposes that component’s documented script API.