Builtin Library
- ..
- .metadata41 B
- README.md2.6 KB
- addComponent.tool
- clear.tool
- clearVisuals.tool
- despawn.tool
- move.tool
- outline.tool
- quantize.tool
- removeComponent.tool
- replaceWithAsset.tool
- setParent.tool
- shared.module
- spawnCamera.tool
- spawnCircle.tool
- spawnGrid.tool
- spawnLine.tool
- spawnModel.tool
- spawnPhysics.tool
- spawnText.tool
- tint.tool
- transform.tool
- unparent.tool
README.md
sc (deprecated)
Deprecated — superseded by the
entityOps/scene/appearancetoolboxes. To spawn an entity that displays a mesh, use the entity API directly:local e = entity.spawn({ name = "name" }) e.component.add("Model", { model = "<mesh>" }) -- model = a mesh name, asset.ref, or MeshHandle e.position = { x, y, z }The tools below remain for existing content that still calls them.
Scene-construction shortcuts — the operations you reach for constantly while authoring a scene: spawn things, find them, move them, tag them, and tear them down. Each tool composes several lower-level engine calls into one authoring step.
Spawn primitives (entity + components in one call)
- spawnModel — an entity with a Model (or asset bundle) plus a Collider at a position; static physics by default.
- spawnPhysics — the same as spawnModel but dynamic physics.
- spawnCamera — an entity carrying a Camera component plus a nameplate gizmo.
- spawnText — a 3D text entity with a brief pop-in.
Spawn layouts (batched placement)
- spawnGrid — N entities laid out in a grid on the ground plane.
- spawnCircle — N entities arranged around a circle.
- spawnLine — N entities along an arbitrary direction.
Each layout hands back the array of generated ids, so a placement feeds straight into the batch operations below.
Finding entities and reading the scene structure is the scene toolbox
(scene.tree, scene.find, scene.findAll, scene.findByComponent,
scene.summary); component-state inspection is the debug toolbox's
inspect tool.
Transform, hierarchy, components, visuals — single or batch
Set position / rotation / scale, add a positional delta, or snap to grid steps. Parent or unparent one or many entities. Add or remove a component across a selection. Blend a colour tint, set an outline glow, or clear both. Every batch operation accepts one entity or many, each written as an id, a display name, or an entity proxy, and the record array that find returns pipes in as-is — the uniformity is what lets a query pipe straight into a mutation. A name or id matching no entity is refused, naming it.
Despawn / scene
Despawn one or many entities, clear every non-camera entity in the active scene, or read a scene overview (root count, roots, active camera).
Position arguments
The single-entity spawn tools accept a position as individual numbers, a vector table, or fields inside the options table. The layout tools take their origin through the options table.