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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

DevtoolsNode

One row of the tree: the component the developer wrote, with its entity’s id beside the name and its behaviours as leaves.

Property Type Description
children DevtoolsNode[] -
count? number How many instances a scatter kind’s row stands for.
description? string -
edits? Record<string, unknown> A behaviour’s props as the inspector wrote them over the component’s; left out while there are none.
entityId? string The key the entity’s traits sit under in the world’s dump.
id string The entity’s id for an entity; a behaviour’s is its entity’s id and one of its own.
index? number Which of its kind’s instances an instance’s row is.
kind DevtoolsNodeKind -
name string The scene’s name, the developer’s component, the behaviour’s.
propName? string The one prop a game passes this behaviour’s props under, as movement on a CharacterSpawn; left out where the component takes them one by one.
props? Record<string, unknown> A behaviour’s value as the component passed it.
ranges? Partial<Record<string | number | symbol, PropRange>> -
readOnlyReason? string Why a behaviour’s props take no edit, shown on its card; left out while they take one.
source? string -
statEdits? Record<string, number> An entity’s stat bases as the inspector wrote them, by the stat’s name; left out while there are none.
stats? true The behaviour declares its entity’s stats, as the Stats component does: the inspector’s Stats card shows them, live, in its card’s place.
wiki? string -