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{
"ok": true,
"value": [
{
"name": "engine.Unknown",
"kind": "component",
"doc": "holds components whose type is not registered in this build"
},
{
"name": "engine.Tags",
"kind": "component",
"display": "Tags",
"category": "Engine",
"owner": "engine",
"doc": "Tags names groups this node belongs to; scripts find them with scene.WithTag."
},
{
"name": "engine.SpriteRenderer",
"kind": "component",
"display": "Sprite Renderer",
"category": "Rendering",
"owner": "render2d",
"doc": "Draws a texture region at the node transform."
},
{
"name": "engine.Camera2D",
"kind": "component",
"display": "Camera 2D",
"category": "Camera",
"owner": "render2d",
"doc": "Renders an orthographic view from the node transform."
},
{
"name": "engine.Camera3D",
"kind": "component",
"display": "Camera 3D",
"category": "Camera",
"owner": "render3d",
"doc": "Renders a perspective view looking down the node -Z axis."
},
{
"name": "engine.MeshRenderer",
"kind": "component",
"display": "Mesh Renderer",
"category": "Rendering",
"owner": "render3d",
"doc": "Draws an unlit mesh at the node transform."
},
{
"name": "engine.Script",
"kind": "component",
"display": "Scripts",
"category": "Scripts",
"owner": "script",
"doc": "holds the Aego Script attachments of a node"
},
{
"name": "physics.Body2D",
"kind": "component",
"display": "Rigid Body 2D",
"category": "Physics",
"owner": "physics",
"doc": "Simulates the node as a rigid body. Colliders on the node and its children form its shape."
},
{
"name": "physics.BoxCollider2D",
"kind": "component",
"display": "Box Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Box shape in node space."
},
{
"name": "physics.CircleCollider2D",
"kind": "component",
"display": "Circle Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Circle shape. Needs a uniform node scale."
},
{
"name": "physics.CapsuleCollider2D",
"kind": "component",
"display": "Capsule Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Capsule along the local X axis; Length is the full extent including the caps."
},
{
"name": "physics.PolygonCollider2D",
"kind": "component",
"display": "Polygon Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Convex polygon of 3 to 8 points."
},
{
"name": "physics.EdgeCollider2D",
"kind": "component",
"display": "Edge Collider 2D",
"category": "Physics",
"owner": "physics",
"doc": "Polyline for level geometry. OneSided lets bodies pass from below."
},
{
"name": "physics.DistanceJoint2D",
"kind": "component",
"display": "Distance Joint 2D",
"category": "Physics",
"owner": "physics",
"doc": "Keeps a distance between this body and the Target body. Length 0 uses the distance at start."
},
{
"name": "physics.RevoluteJoint2D",
"kind": "component",
"display": "Revolute Joint 2D",
"category": "Physics",
"owner": "physics",
"doc": "Pins this body to the Target body at Anchor, with an optional limit and motor."
},
{
"name": "camera.VirtualCamera2D",
"kind": "component",
"display": "Virtual Camera 2D",
"category": "Camera",
"owner": "camera",
"doc": "A camera pose the brain can pick. The highest priority wins; switching blends from the current view."
},
{
"name": "camera.CameraFollow2D",
"kind": "component",
"display": "Camera Follow 2D",
"category": "Camera",
"owner": "camera",
"doc": "Moves its virtual camera after Target, with a deadzone, damping and lookahead."
},
{
"name": "camera.CameraShake2D",
"kind": "component",
"display": "Camera Shake 2D",
"category": "Camera",
"owner": "camera",
"doc": "Tunes the shake of its virtual camera. Shake grows with trauma and fades over time."
},
{
"name": "camera.CameraZone2D",
"kind": "component",
"display": "Camera Zone 2D",
"category": "Camera",
"owner": "camera",
"doc": "While Target is inside Area, Camera gets Priority and the zone's zoom and bounds."
},
{
"name": "camera.CameraBrain2D",
"kind": "component",
"display": "Camera Brain 2D",
"category": "Camera",
"owner": "camera",
"doc": "Picks which output of virtual cameras drives this Camera 2D. Without it the camera shows the main output."
},
{
"name": "save.Persist",
"kind": "component",
"display": "Persist",
"category": "Engine",
"owner": "save",
"doc": "Persist saves the node's transform and enabled flag in save games."
},
{
"name": "game.Health",
"kind": "component",
"owner": "mygame"
},
{
"name": "mygame.EnemyStats",
"kind": "data",
"owner": "mygame"
}
]
}