Class: Component
Base class for every component.
enabled gates per-tick processing; systems skip the component when it's false but lifecycle hooks still run. Render systems also hide the component's drawable (SyncDrawableEnabled), so a disabled Sprite / Text / NineSlice / Graphics / Video isn't drawn.
dirty is the auto-tracked "changed since last sync" flag — consumer systems read it, clear it after they've handled the change. Game code never writes it directly; opt fields into the auto-dirty path via InstallDirtyFields(MyComponent, [...]) and the setters take care of flipping it. Defaults to true so newly-created components get picked up on the first frame.
Extended by
ScriptActiveComponentAnimationComponentAnimatorComponentAudioComponentBlockInputComponentButtonComponentCameraComponentCanvasComponentGraphicsComponentHierarchyComponentInteractionComponentInputFieldComponentLayerComponentLocalizedTextComponentLayoutComponentMaskComponentNameComponentNineSliceComponentParticleSystem2DComponentPivotOffsetComponentRigidbody2DComponentCollider2DComponentJoint2DComponentPageViewComponentProgressBarComponentScrollbarComponentScrollViewComponentSliderComponentToggleComponentToggleGroupComponentSpriteComponentTagComponentTextComponentTransformComponentUIActionsComponentUIOpacityComponentUITransitionComponentUITransformComponentVideoComponentWidgetComponentWorldTransformComponent
Constructors
Constructor
ts
new Component(): Component;Returns
Component
Properties
| Property | Modifier | Type | Default value |
|---|---|---|---|
dirty | public | boolean | true |
enabled | public | boolean | true |