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Object and Character Components
Object and Character Components

It this article, we are going to talk about Object and Character Components.

Erik Juico avatar
Written by Erik Juico
Updated over a week ago

Regular Icon: Normal icon seen in character selector.
 Locked Icon: Locked icon seen in character selector.OBJECT COMPONENTS

Object components can add important features to your objects, like health, damage, wake up, and more. 

Before we continue it is important to understand that there are two different states of objects. First, you have the object asset, which is found in the left hand side. 

Now in the scene editor we have multiple units of this object asset, which are copies of the asset,  we just call them units.

We can add components to both the asset level and the unit level. First lets take a look at the asset level. 

If I select the asset on the left, you will see that we have many different options including animation, sound and at the bottom you will see this add component button.

If I click this button you will see couple extra option you can add to the object assets. Including Advance Move - which lets you control an object through a button on your UI screen. Damage - which lets you choose how much damage this asset will give if its unit is chosen to be an enemy. Rotation Mapper - this is a very advance object asset component that allows you to assign an animation sequence to the rotation of an object.

And finally we have the Health option, which is already added to this particular asset. This is how much health it will have if you attempt to damage a unit, chosen as an enemy. 

Now lets check out components on an object unit level. 

If we click an enemy unit/sub asset in the scene and If we click add component again, we currently have 2 options. 

Wake up - allows you to make the object wake up and start moving after you reach a certain distance or collide with it. The Spawner component will spawn this unit over and over at the speed of your choice

Let us examine the wake up component closer. First off we can see that this component is disabled.  

Let us try enable the wake up component by using the distance based option with a 100 pixel distance. 

CHARACTER COMPONENT

When editing a character in Buildbox, you will find many features in the options panel like Collision Shape, the Animations, Sound, Gameplay Effects, Game Over Effects and so on. These sections are your core components, they are an important part of your character that is needed for almost all gameplay types. 

If you decide to create a more specific type of character, you'll want to add a new custom component. This is where we can use Add Component. 

When you click that button you will see many options compared to the Object Components. 

Lets give them a quick review. 

Advance Move allows you to create advance movements and animations that can be activated when the character collides with an object, immediately when the character starts, or when a button is pressed. (see link for its own article)
Lets give them a quick review. 


Damage is the mount of damage inflicted on another object.
Damage Delay is how long till the above damage is inflicted.

Health is the amount of health this character has to lose before dying.
Lives is  how many times this character has to lose before dying completely.

Animation is the animation to show while rotating.

Jump Velocity(x,y): Velocity vector to add to current movement, when jumping.
Jump Gravity(x,y): Gravity imposed on jump while in action.
Jump Speed: Values greater than 1 will be faster then normal, less than 1 will be slower.
Jump Duration: Time taken to execute jump
Jump Timeout: Time taken for jump to timeout and lose power.
Jump Count: How many jumps can be executed before hitting the ground.
Continuous Jump: Holding down jump will keep the jump going as a single action instead of multiple distinct actions.
Event:
None: will not wait for an event.
Button: will execute when jump button pressed.
Synchronize Animation: if ticked, animation will sync with main character animations.
Collision Shape: custom collision shape used while jumping.
Animation: animation used while jumping.
Ground: Graphic underlay for when character on the ground.
Jump Sound: sound played when jump starts.
Double Jump Sound: sound played when double jump starts.

Regular Icon is the normal icon seen in character selector.
Locked Icon is the locked icon seen in character selector.
Selected Icon is the icon that will display when selected.

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