|Import Statement:||import Qt3D.Core 2.0|
By itself a Entity is an empty shell. The behavior of a Entity object is defined by the Component3D objects it references. Each Qt3D backend aspect will be able to interpret and process an Entity by recognizing which components it is made up of. One aspect may decide to only process entities composed of a single Transform component whilst another may focus on MouseHandler.
Holds the list of Component3D instances, which define the behavior of the entity.
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