frinky-engine

Choosing Components

Use this page when you know what you want to build, but you are not sure which built-in components belong on the entity.

Common Setups

A player or character you can move

Start with:

Add SimplePlayerInputComponent if you want the built-in input-driven movement setup.

Important:

Use this for:

See Physics for the full movement workflow.

A static trigger volume

Start with:

You usually do not need a rigidbody for a simple trigger volume.

Use this for:

A visible 3D model

Start with:

Add:

Use this for:

An animated character or prop

Start with:

Optionally add:

Use this for:

See Rendering & Post-Processing for the setup flow.

A camera

Start with:

Set IsMain = true on the camera you want the scene to render from.

Optionally add:

A light source

Start with:

Choose the light type based on the job:

A sound emitter

Start with:

Set:

Add an AudioListenerComponent to the listener entity if you want an explicit 3D audio listener.

See Audio for usage patterns.

A reusable gameplay object

Use a prefab instead of assembling the same entity tree repeatedly.

Typical prefab contents:

See Prefabs & Entity References.

Quick Reference

Goal Components
Move a character RigidbodyComponent, CapsuleColliderComponent, CharacterControllerComponent (CapsuleColliderComponent must be the first enabled collider)
Detect overlaps Any collider with IsTrigger = true
Show a model MeshRendererComponent
Play imported animation MeshRendererComponent, SkinnedMeshAnimatorComponent
Render the scene CameraComponent
Add lighting LightComponent
Post-processing CameraComponent, PostProcessStackComponent
Persistent sound source AudioSourceComponent
Explicit 3D listener AudioListenerComponent

When to Use Topic Guides Instead