LogoLogo
GeneralAccountsPlayersOwnersCreatorsThe Sandbox Website
Creators
Creators
  • 🎆Welcome to the Creator Portal
  • 🟦Learn Creator Basics
    • 🟦Scale & LAND Use
    • 🟦Assets & Equipment
    • 🟦Avatars & Character
    • 🟦Look & Feel
    • 🟦Logic & Gameplay
    • ❓FAQs: Gameplay
    • ❓FAQs: Assets
    • 🧙‍♂️Begin Game Maker (Video Series)
  • The Sandbox Creators Forum
  • The Sandbox DAO
  • 🪙Monetisation
  • Game Maker
    • ✨Create Experiences
    • 🔰Beginners
      • Play/Test
      • Build with Blocks
      • Place Assets
      • Set Object Actions
      • Trigger Logic
      • Craft Quests
      • Set Up Mechanics
      • Build Multiplayer Games
    • Game Maker 0.11 Update
    • 0.11 Upgrade Guide
    • 📖Docs
      • Navigate Game Maker Home
      • Manage Experiences
      • Controls & Shortcuts
      • Build Menus
        • Top Bar
          • Gameplay
        • Side Bar
          • Hierarchy
          • Presets
        • Library & Quick Access Bar
        • Grid System & Snap Tool
        • Properties Panel
      • Using Blocks
      • Using Assets & Objects
        • Behaviour & Component Parameters
        • Tags
        • Messages
      • Behaviours
        • NPC - AI Pawns
          • 🔵Citizen
          • 🔵Farmer
          • 🔵Healer
          • 🔵Melee Enemy
          • 🔵Predator
          • 🔵Prey
          • 🔵Soldier
          • 🔴Friendly NPC
        • Movement
          • 🟡Door
          • 🟡Bird
          • 🔴Basic Platform
          • 🔴Advanced Platform
          • 🔴Projectile
          • 🔴Rotate
        • Basic Logic
          • 🔵Message Broadcaster
          • 🟢Combination Code
          • 🟢Asker
          • 🟢Timed Events
          • 🟡Crowd Event
          • 🔴Spawn Point & Avatar's Feature
        • Modifiers
          • 🔵Actor Property Switcher
          • 🔵Multi
          • 🔵Void
          • 🟢Asset Spawner
          • 🟢Replace Asset
        • Visual
          • 🟢Post Process Effects
          • 🟡Weather Switcher
          • 🟡Animated Decoration
      • Components
        • Actions
          • 🟢Climbable
          • 🟢Avatar Teleport
          • 🟢Collectable
          • 🟢Drop
          • 🟢Slide
          • 🟢Speaker
          • 🔴Pickable
        • Triggers
          • 🟢Plant
          • 🟢Switch
          • 🟢Button
          • 🟢Trigger Volume
        • Status
          • 🟢Toggle
          • 🟢Power Up
          • 🔴Avatar Checkpoint
          • 🔴Health
        • Gameplay
          • 🔵Defeat
          • 🔵Victory
          • 🔴Raycast
        • NFT
          • 🟢NFT Sensor
          • 🟢NFT Image Display
          • 🟢Image Display
          • 🔴NFT Details Display
        • Display
          • 🟢Indicator
          • 🟢Rarity VFX
          • 🟡Visual FX
          • 🟡Light
        • Audio
          • 🟡Play Sound
      • Objectives
      • Game Rules
        • Math
        • Time
        • Comparisons
        • Replace Variable Values
        • Game Screen
        • Triggers
        • Events
      • Build Singleplayer & Multiplayer Logic
      • Quality Guidelines
        • Optimisation
        • Testing
        • Playability
      • Templates
    • 📑Creative Guides
      • 📗Game Rules Guide
        • Point Race
        • Collect Points
        • Time Trial
        • Combo
        • Hunger
        • Poison
        • Shop
      • ⚙️Logic Guide
        • Abilities
        • Equipment Based Logic - On Equip / NFT Sensor
        • Doors & Chests
        • Collectibles
        • Text, Quests & Icons
        • Platforms
        • Victory & Defeat
        • Miscellaneous
        • NFT Inspect
        • Fighting
      • 🏞️Experience Guide
        • Tower Defense
        • Horror / Backrooms
        • Solo Platforming
        • Social Platforming
        • Resource Management
        • Cooking Simulator
        • Survival
        • Action / Adventure
        • Night Clubs & Concerts
        • Virtual Home & Architecture
        • NFT Gallery / In-Game Shop
        • Puzzle Games
        • Social Hubs
        • Simulation
      • 🎲Experience Design Techniques
        • Narrative Design
          • Worldbuilding
          • Storyboard
          • Dialogue
        • Art Design
          • Experience Art Concept
          • Asset Curation
          • Blockout Aesthetics
          • Detailing / Dressing
        • 3D Spatial Layout
          • Rough Base Map
          • Greyboxing / Blockout
        • Game Design
          • Ramp of Difficulty
          • Risk & Reward
          • Game Loops & Decisions
    • 🎬Game Production Guide
      • 🟥Concept
      • 🟧Blockout
      • 🟨Logic
      • 🟩Art
      • 🟦Quality Assurance
      • 🟪Polish
      • ⬜Marketing
    • 🧰Publish Experiences
      • Experience Manager
        • Experience Analytics
        • 🧰Experience Page
          • Content Guide
          • Marketing
          • Create an Experience Trailer
          • Player Engagement
        • Map Location
        • Asset Review
        • Access Restrictions
      • Collaborating With Third Parties
      • ❓FAQs: Experience Publishing
    • 🕘Version Notes & Changelogs
      • Game Maker 0.11
        • ❗0.11 Upgrade Guide
      • Game Maker 0.10
      • Game Maker 0.9
      • Game Maker 0.8
      • Game Maker 0.7
    • ❓FAQs: Game Maker
  • VoxEdit
    • ✨Create Assets
    • 🔰Beginners
    • 📖Docs
      • Navigate VoxEdit Home
      • Controls & Shortcuts
      • Panels & Custom Layouts
      • Block
      • Modeler
        • Use Modes & Tools Together
        • Set the Pivot Point
        • Create Frame Assets
      • Animator
        • Build a Rig
        • Create an Animated Asset
        • Use Inverse Kinematics
      • Templates
      • Quality Guidelines
        • Asset Types & Collisions
        • Asset Scale
        • Node Efficiency
        • Pivot Point & Alignment
        • Animation
        • Visual Quality
        • Asset Name & Description
        • Manage Files & Folders
    • 📑Creative Guides
      • 🧍Asset Guide
        • Structures & Landmarks
          • Basic Building: No Entry
          • Animated Building: No Entry
          • Unanimated Building: Player Entry
          • Landmark
          • Building Facade
          • Structure Component Parts
          • Modular Architecture
        • Humanoids & Animals
        • Vehicles
        • Equipment
        • Art: Statues, Paintings
          • Animated Art Screens
          • Statues
          • Kinetic Art Sculptures
          • Paintings
          • Performance Art
        • Furniture
        • Platforms
        • Doors, Gates, and Windows
          • Multi Design Door Asset
        • Chests & Other Animated Interactions
        • Plants, Trees
        • Objects, Machines
        • Signs & Text
        • Obstacles
        • Create Frame Assets
      • 🎨Art Techniques
        • Asset References
        • 3D Design
          • 🧹Need to Simplify?
          • ✂️Trim All Volumes
          • 🟢Optimize with Texture
          • 🟢Curved Edges: Blocky Style
          • 🟡Break Down Objects
          • 🟡Create Smooth Angled Lines
          • 🟡Circular Shapes: Cross Technique
        • Colour, Texture & Depth
          • 🪅Colour Choice & Strategy
          • 🧱Textures & Materials
    • 🧰Upload Assets to Workspaces
    • 🌟Mint & List Assets to Sell
    • 🕘Changelogs
    • 🔓Open Source Assets
    • ❓FAQs: VoxEdit
  • Creators Program
    • 🏗️Builders' Challenge
      • Rules & Eligibility
      • Earnings & Rewards
      • How to Succeed in the Builders' Challenge
      • ❓FAQs: Builders' Challenge
    • ℹ️Creator Contests
    • 🏆Game Jams
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Game Jams
    • 🏆VoxEdit Contests
      • Rules & Guidelines
      • Judges & Voting
      • Explore Past Winners
      • ❓FAQs: Voxel Art Contests
  • General
    • 📚The Sandbox Documentation
    • 🔄Play, Create & Earn
    • 🗺️Map
    • 🛒Marketplace
    • 🗣️Discord Community
    • 🔗Social Networks, News & Blogs
    • The Sandbox Linktree
    • ❓Help & Contact
Powered by GitBook
LogoLogo

INFO

  • Discord
  • Social, News & Blogs
  • Service Status

PLAY

  • Events
  • Map
  • Avatar

CREATE

  • VoxEdit
  • Game Maker
  • Contests

OWN

  • SAND
  • LAND
  • Staking

Copyright ©The Sandbox. All Rights Reserved.

On this page
  • What is a Component?
  • General Uses and Component Types
  • Adding Components to Objects

Was this helpful?

  1. Game Maker
  2. Docs

Components

A component is a logic bundle that increases an object's interactive potential through player actions so you can quickly build custom gameplay with no code.

PreviousAnimated DecorationNextActions

Last updated 26 days ago

Was this helpful?

What is a Component?

Each object may have many components

A component is a bundle of logic that applies additional interactive characteristics to an object. This allows for player actions to influence objects directly and indirectly through their actions.

OBJECT LOGIC

Behaviours relate to object or Experience actions. An object may have only ONE.

Components relate to player actions. An object may have one of each type.

Components allow you to quickly build precise interactions between players and objects, with many parameters that can be modified for custom mechanics. No coding experience is needed!

Example:

Climbable can be applied to an object so players can reach an isolated area.

An enemy with a Health component can be defeated. If a Drop component is added to it, upon death it can spawn Collectable loot items.

A Collectable object can play a sound and send a message. If a logic actor placed at the same location has Visual FX activated by the collect message, visual feedback will also appear.

General Uses and Component Types

The component groupings below are how they're often used. However, a Health component simply allows an object to be destroyed and isn't limited to living things. Think outside the box based on what components can do, and you'll be designing cool custom mechanics in no time!

Tip: You can select multiple objects and change the same parameters simultaneously.

No components applied: The object can be a prop or be interactive if one of the available Behavioursare applied.

Experience Management

Indicator: Quest icons, distance, or small text labels above an object to guide players.

Speaker: Detects tags to send messages, or creates a floating text box above an object.

Toggle: Controls when the object's behaviour is on or off.

Defeat: Ends an Experience immediately if triggered.

Victory: Ends an Experience immediately if triggered.

Plant: Identify an object as a plant for Prey to eat, or destroy object without animation.

Player Engagement

Button: Pressing sends a message to a target for an outcome.

Collectable: Adds an asset to the player's inventory, sends a message, plays a sound.

Drop: Interacting or destroying the object spawns a specified item (loot, etc).

Health: Apply to make an object destructible. Can send a delayed message after "death."

Physics-Based

Climbable: Allows players to climb up and down an object.

Pickable: Allows players to pick up, move, and place an object. Can't be taken while held.

Slide: Forces players to slide on the surface of an object instead of walking.

Experience Ambience/Media

Image Display: Display pre-made images on frame assets. (See Create Frame Assets)

NFT Image Display: Display 2D Ethereum NFT images in your wallet on frame assets. (See Create Frame Assets)

NFT Details Display: Opens a popup window with NFT info and marketplace link.

Play Sound: Play pre-made sound effects in a range or globally.

Rarity VFX: A column of light and sparkles coloured by object rarity.

Visual FX: Play a customizable visual effect from hundreds of options.

Light: Point or spot light emitting from the object, with custom colours and transitions.

Adding Components to Objects

With Behaviours, only one can be applied to control an object's actions. Many components can be applied to an object to make it more interactive.

  1. Left click to select an object. This will open the Properties Panel on the right side of the screen.

  1. Beneath Behaviour, click on the Components field where it says Add Component. If components are already applied, they will show beneath this field.

  1. A window named Select Component will pop up with available options. In this example, we’ll choose the Indicator component. The Select Component window will close, and the chosen component will now appear in the Properties Panel along with its default settings.

In our Indicator component example, default logic is automatically added. In play mode you can see the object's name as a label above it and the visibility distance displayed in metres if you are far away. This particular component can be linked to quests and used to label objects in the game with icons or text to help guide players.

  1. Click the Edit Logic button to see the full Behaviour & Component Parameters for any behaviour and components applied to the object. Here you can see how the object will work in your Experience and customise parameters such as Quest cursors, Interactive VFX, etc. You can also scroll to the bottom of the object's properties and change its identity tags so it will be detected specific to your game's mechanics. Test your logic frequently by presssing the TAB key to toggle on and off Play mode.

If you need to go back to the default view of the Properties Panel, click the X next to Logic at the top. None of your settings will be lost.

Tips: Press CTRL+D to duplicate custom objects or groups of objects. Create if you must build with them repeatedly or want to spawn them during live gameplay.

Click any object to open the Properties Panel.
Component details are located in the Properties Panel under Behaviour.
The component you select is added to the object in the Properties Panel
Click Edit Logic to inspect and customise the object's behaviour and components
Click the X at the top left to go back to the default Properties Panel view
📖
#presets