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Componentable

A lightweight single class component system for Godot based on classes

Overview

Component is a Node, attach subclasses to an entity; other components find each other without manual references.

Behavior

  • active: bool — if false, process()/physics_process() are skipped.
  • On _ready, finds the owner by walking up past any Component parents. Stores component_count and component_holders meta on it.
  • Override process(delta) / physics_process(delta) instead of the underscore versions. Each emits a signal (ProcessFinished / PhysicsProcessFinished) after running.

API

Member Description
active Enables/disables processing.
parent Resolved owner node (not get_parent()).
process(delta) Override for per-frame logic.
physics_process(delta) Override for per-physics-tick logic.
get_component(class_name) Find sibling component by script.
get_component_on_node(node, class_name) (static) Find component from any node.
has_component(script) True if a sibling matches.
get_components(script) All matching siblings.

Usage

class_name HealthComponent extends Component

func process(_delta): pass

var health = get_component(HealthComponent)
var health = Component.get_component_on_node(entity, HealthComponent)

Changelog for version Componentable

2026-10-29 23:21:23

No changelog provided for this version.

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