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@@ -3,12 +3,14 @@
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<meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
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- <meta property="article:modified_time" content="2026-02-18T11:16:10+00:00" /><meta property="og:title" content="Introduction" />
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+ <meta property="article:modified_time" content="2026-02-18T13:11:11+00:00" /><meta property="og:title" content="Introduction" />
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<meta property="og:type" content="website" />
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<meta property="og:url" content="https://docs.crownengine.org/html/latest/units/introduction.html" />
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<meta property="og:site_name" content="Crown 0.60.0 Manual" />
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-<meta property="og:description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. At the most fundamental level, Units are just numeric IDs that identify a specific object in a World. Units on their own ar..." />
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-<meta name="description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. At the most fundamental level, Units are just numeric IDs that identify a specific object in a World. Units on their own ar..." />
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+<meta property="og:description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. A unit imported from a scene, a camera unit, and a unit representing a sprite., At the most fundamental level, Units are ju..." />
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+<meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/units.png" />
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+<meta property="og:image:alt" content="Crown 0.60.0 Manual" />
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+<meta name="description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. A unit imported from a scene, a camera unit, and a unit representing a sprite., At the most fundamental level, Units are ju..." />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Introduction — Crown 0.60.0 Manual 0.61.0 documentation</title>
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@@ -110,6 +112,12 @@
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<h2>Units<a class="headerlink" href="#units" title="Permalink to this headline">¶</a></h2>
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<p>Units are the basic building block in Crown. A Unit represents a single
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logical object in the game world: a character, a light, a prop, and so on.</p>
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+<figure class="align-center" id="id1">
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+<img alt="../_images/units.png" src="../_images/units.png" />
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+<figcaption>
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+<p><span class="caption-text">A unit imported from a scene, a camera unit, and a unit representing a sprite.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
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+</figcaption>
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+</figure>
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<p>At the most fundamental level, Units are just numeric IDs that identify a
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specific object in a World. Units on their own are empty. You add Components
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to a Unit to give it behaviour and appearance.</p>
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@@ -119,6 +127,12 @@ to a Unit to give it behaviour and appearance.</p>
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<p>Contrary to some other engines, in Crown all Unit Components are optional,
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even the Transform Component can be omitted. This way you can have purely
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functional Units with no runtime cost.</p>
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+<figure class="align-center" id="id2">
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+<img alt="../_images/components.png" src="../_images/components.png" />
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+<figcaption>
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+<p><span class="caption-text">A “light” unit with its transform component displayed in the Inspector.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
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+</figcaption>
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+</figure>
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<p>Units can have any number of components attached to them, but only one
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component per type is allowed.</p>
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</section>
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