In RSX, everything in your 3D world is a Scene Object (also called an entity or node in other engines).
A @rsx.SceneObject is the fundamental building block of any scene:
Think of a Scene Object as an empty container at first. By adding components and parenting it to other objects, you turn it into a character, prop, light, trigger zone, or anything else your experience needs.
| @rsx.Renderable | @rsx.Light | @rsx.ParticleSystem | @rsx.Text3D |
|---|---|---|---|
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The table above shows a small selection of different @rsx.Component types that are readily available in RSX Engine.
When creating a new Scene Object, it is typically spawned infront of your viewport's camera - unless a specific position was chosen.
You have several quick ways to create an Scene Object:
| Method | How to do it | Best for |
|---|---|---|
| Main Menu | Menu |
Starting fresh, or creating a Scene Object with a preselected Component |
| Keywindow Toolbar | Scene Object Button or Component buttons |
Starting fresh, or quick access to geometry and lights |
| Right-click in World Outliner | Right-click → New Scene Object → Parented to *** | Precise placement in hierarchy |
| Right-click in Scene Editor | Right-click → New Scene Object at Position → Parented to *** | Exact world position |
| 3D Primitives | Menu |
Quick geometry |
| Drag asset from Library | Drag a Mesh or Template into the viewport | Quick creation of assets or template instances. We will take a look at the Template system in a later chapter! |
The following video shows the different methods to quickly create a new Scene Object:
Now that you're familiar with the workflow to create a new Scene Object, let's take a look at how we can edit the properties of a Scene Object.
First create a new Empty Scene Object as outlined in the previous chapter.
It should automatically become selected upon creation, but if you deselected it, make sure to select it.
The Gizmo allows you to change the position, scale or rotation of the selected Scene Objects. However, you can also modify the properties of the @rsx.SceneObjectTransform directly in the Scene Object Inspector. This is useful if precise placement or orientations are required.
Adding new components to your Scene Objects is very easy and intuitive in RSX:
light and double-click the list-item to add it to your Scene Object.
Almost every visible or interactive feature in RSX comes from adding the right component, so you're set to almost ready to start building!
Components are great, but a large majority of your experience likely consists of inanimate static meshes with colliders, or small props that interact with the world using rigid body physics. Wouldn't it be great if there is a way to represent this commonly used set of components as a group?
Yes, there, is! RSX's Fat Component System comes into play!
To improve performance RSX introduces a new concept called Fat Component to the popular component-based engine architecture. Fat Component represent multiple different components that are grouped together that allow the engine to improve scheduling and runtime performance.
| Fat Component | Description | Included Components |
|---|---|---|
| Static Mesh | Represents a non-animated mesh, that supports physics colliders and rigid body simulation | @rsx.Renderable, @rsx.PhysicsCollider, @rsx.Rigidbody |
| Skeletal Mesh | Represents a skeletal or morphshape animated mesh, that supports physics colliders and rigid body simulation | @rsx.Renderable, @rsx.Animation, @rsx.PhysicsCollider, @rsx.Rigidbody |
To create a Scene Object with a FatComponent use the Menu Objects → Static Mesh or Menu Objects → Skeletal Mesh.
Alternatively, when you drag in a @rsx.Mesh from the Library it will automatically create either a @rsx.StaticMesh or @rsx.SkeletalMesh depending on the type of the Mesh Resource.
Scene Objects and the hierarchy are the foundation of everything you build in RSX. Once you're comfortable creating, parenting, and adding components, you’re ready to start building full interactive scenes!