public enum AuthoringKindWhich of the two things a scene can put on an entity this is.
Remarks
Doc 36 § D5, and it is a label rather than a branch. Nothing above IComponentBridge behaves differently for the two — the Add menu, the foldouts, the drawers, the remove button and the undo are one code path — which is the whole return on that interface having existed before there was a second kind of thing to put behind it. What this is for is telling a *person* apart: a list sorted by name with no way to see that PlayerController is a script is a list that reads as a mistake.
⚠ It is emphatically not a ranking. Doc 04's authoring rule is about scale and shape: a behaviour is the right answer for logic whose instance count never justifies an archetype, and a component-and-system pair is for the case that pays for itself. Framing either as the beginner's option is what makes people write systems for door hinges.
Fields and properties (2)
ComponentA struct in a chunk. What World.Set writes.
BehaviorA class in a BehaviorStore bucket. A script.
Used by (7)
- AddComponentMenuVixen.Editor.App
- BehaviorBridgeVixen.Editor.SceneView
- ComponentBridgeVixen.Editor.SceneView
- ComponentsViewVixen.Editor.App
- IComponentBridgeVixen.Editor.SceneView
- IconContributionTestsVixen.Editor.App.Tests
- SceneComponentBridgeVixen.Editor.SceneView