Component entities - Lumberyard Tutorials

Component entities

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

A slice is a collection of configured entities that is stored as a single unit in a reusable asset. You can use slices to conveniently group entities and other slices for reuse. For more information, see the Working with Slices in the Amazon Lumberyard User Guide.

Creating Slices to Use in Multiple Levels

Learning Objectives

See an overview of what slices are, and see how to create, instantiate, and modify them. Slices can be made from a single entity or with multiple.

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Save and Push Slice Overrides

Learning Objectives

This Lumberyard Video Tutorialshows how to save a change made to a slice. This action is called a Slice override. Additionally, when you want to apply a change across all instances of that slice, that action is called Push Slice Overrides. For example, you can reuse a slice instance to create multiples entities in your game, such as a tree. If you modify one of the trees (such as its mesh asset), you can then apply the change to all other instances of the slice. This makes it easier to maintain consistency for your entities, especially if you have many slice instances in a level.

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Modify a Parent in the Slice Hierarchy to Create a New Slice

Learning Objectives

See information about configuring your slices. Learn why the way you configure your slices is important. Also find out what you can modify in the parent slice, and how that affects the child slices in the hierarchy.

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Iterate on Game Objects with Nested Templates and Slices

Learning Objectives

Use slices in Lumberyard to transform your DCC assets into interactive game objects using the power of slices. Then see how you can spawn dynamic slices at runtime.

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Spawn Dynamic Slices

Learning Objectives

See how use slices and dynamic slices in Script Canvas to set up a scene.

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