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A game entity at run time: the object that the client creates from a GameEntityTemplate. The template page describes how entities are created, activated and destroyed. An entity has no authored data of its own. It holds:
transform;The client creates this class directly for templates that need no entity class of their own, such as lights, light regions, locators and world-space UI.
Activating an entity that is already active does nothing. On activation the client adds the entity's ticking components to the tick list and activates every component in order. On deactivation it deactivates the components in reverse order and removes the ticking components from the tick list. Script blocks such as ActivateEntityBlock and sequence actions such as SequenceActionActivateEntity change this state.
An active entity is shown or hidden. A show or a hide is a fade over a duration, in
seconds. The client ignores a show on an entity that is already shown or showing, and a hide
on one that is already hidden or hiding. While a fade runs, the components that react to
visibility receive its progress every frame; when it ends, the entity is shown or hidden. A
hide can carry a flag that deactivates the entity: with a duration of 0 the entity
deactivates at once, otherwise when the fade ends. An inactive entity ignores show and hide.
An entity is a logic driver source. No logic driver reads an entity as such, so a driver that needs a unit or a map object returns its failure value when it is evaluated with an entity. When an entity is destroyed, drivers drop the values that they kept for it.
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