Prefabs in Amethyst

Note: This page assumes you have read and understood assets.

Many game engines – including Amethyst – treat prefabs as assets, and so they are usually stored as files and loaded at runtime. After loading the asset(s), prefabs have additional processing to turn them into Components and attach them to entities.

Representation

There are two representations of a prefab:

  • Stored representation, distributed alongside the application.
  • Loaded representation, used at runtime to instantiate entities with components.

The remainder of this page explains these at a conceptual level; subsequent pages contain guides on how Amethyst applies this at a code level.

The Basics

Note: The prefab examples on this page include the PrefabData type names. These are written out for clarity. However, as per the RON specification, these are not strictly required.

In its stored form, a prefab is a serialized list of entities and their components that should be instantiated together. To begin, we will look at a simple prefab that attaches a simple component to a single entity. We will use the following Position component:

# extern crate amethyst;
# extern crate derivative;
# extern crate serde;
#
# use amethyst::{
#     assets::{Prefab, PrefabData},
#     derive::PrefabData,
#     ecs::{
#         storage::DenseVecStorage,
#         Component, Entity, WriteStorage,
#     },
#     prelude::*,
#     Error,
# };
# use derivative::Derivative;
# use serde::{Deserialize, Serialize};
#
#[derive(Clone, Copy, Component, Debug, Default, Deserialize, Serialize, PrefabData)]
#[prefab(Component)]
# #[serde(deny_unknown_fields)]
pub struct Position(pub f32, pub f32, pub f32);

The important derives are the Component and PrefabDataComponent means it can be attached to an entity; PrefabData means it can be loaded as part of a prefab. The #[prefab(Component)] attribute informs the PrefabData derive that this type is a Component, as opposed to being composed of fields which implement PrefabData. This will only be important when implementing a custom prefab.

Here is an example .ron file of a prefab with an entity with a Position:

#![enable(implicit_some)]
Prefab(
    entities: [
        PrefabEntity(
            // parent: None // Optional
            data: Position(1.0, 2.0, 3.0),
        ),
    ],
)

The top level type is a Prefab, and holds a list of entities. These are not the Entity type used at runtime, but the PrefabEntity type – a template for what Components to attach to entities at runtime. Each of these holds two pieces of information:

  • data: Specifies the Components to attach to the entity.

    This must be a type that implements PrefabData. When this prefab is instantiated, it will attach a Position component to the entity.

  • parent: (Optional) index of this entity's Parent entity. The value is the index of the parent entity which resides within this prefab file.

When we load this prefab, the prefab entity is read as:

PrefabEntity { parent: None, data: Some(Position(1.0, 2.0, 3.0)) }

Next, we create an entity with the prefab handle, Handle<Prefab<Position>>:

EntityHandle<Prefab<Position>>
Entity(0, Generation(1))Handle { id: 0 }

In the background, the PrefabLoaderSystem will run, and attach the Position component:

EntityHandle<Prefab<Position>>Position
Entity(0, Generation(1))Handle { id: 0 }Position(1.0, 2.0, 3.0)

This can be seen by running the prefab_basic example from the Amethyst repository:

cargo run --example prefab_basic

Multiple Components

If there are multiple components to be attached to the entity, then we need a type that aggregates the Components:

# extern crate amethyst;
# extern crate derivative;
# extern crate serde;
#
# use amethyst::{
#     assets::{Prefab, PrefabData, ProgressCounter},
#     core::Named,
#     derive::PrefabData,
#     ecs::{
#         storage::{DenseVecStorage, VecStorage},
#         Component, Entity, WriteStorage,
#     },
#     prelude::*,
#     Error,
# };
# use derivative::Derivative;
# use serde::{Deserialize, Serialize};
#
# #[derive(Clone, Copy, Component, Debug, Default, Deserialize, Serialize, PrefabData)]
# #[prefab(Component)]
# #[serde(deny_unknown_fields)]
# pub struct Position(pub f32, pub f32, pub f32);
#
#[derive(Debug, Deserialize, Serialize, PrefabData)]
# #[serde(deny_unknown_fields)]
pub struct Player {
    player: Named,
    position: Position,
}

Here, the Player type is not a Component, but it does implement PrefabData. Each of its fields is a PrefabData as well as a Component.

The corresponding prefab file is written as follows:

#![enable(implicit_some)]
Prefab(
    entities: [
        PrefabEntity(
            data: Player(
                player: Named(name: "Zero"),
                position: Position(1.0, 2.0, 3.0),
            ),
        ),
    ],
)

When an entity is created with this prefab, Amethyst will recurse into each of the prefab data fields – Named and Position – to attach their respective components to the entity.

Now, when we create an entity with the prefab handle, both components will be attached:

Handle<Prefab<Player>>PositionPlayer
Handle { id: 0 }Position(1.0, 2.0, 3.0)Named { name: "Zero" }

This can be seen by running the prefab_multi example from the Amethyst repository:

cargo run --example prefab_multi

Multiple Entities, Different Components

The next level is to instantiate multiple entities, each with their own set of Components. The current implementation of Prefab requires the data field to be the same type for every PrefabEntity in the list. This means that to have different types of entity in the same prefab they must be variants of an enum. For instance, a prefab like this:

#![enable(implicit_some)]
Prefab(
    entities: [
        // Player
        PrefabEntity(
            data: Player(
                player: Named(name: "Zero"),
                position: Position(1.0, 2.0, 3.0),
            ),
        ),
        // Weapon
        PrefabEntity(
            parent: 0,
            data: Weapon(
                weapon_type: Sword,
                position: Position(4.0, 5.0, 6.0),
            ),
        ),
    ],
)

Could be implemented using an enum like this:

# extern crate amethyst;
# extern crate derivative;
# extern crate serde;
#
# use amethyst::{
#     assets::{Prefab, PrefabData, ProgressCounter},
#     core::Named,
#     derive::PrefabData,
#     ecs::{
#         storage::{DenseVecStorage, VecStorage},
#         Component, Entity, WriteStorage,
#     },
#     prelude::*,
#     utils::application_root_dir,
#     Error,
# };
# use derivative::Derivative;
# use serde::{Deserialize, Serialize};
#
# #[derive(Clone, Copy, Component, Debug, Default, Deserialize, Serialize, PrefabData)]
# #[prefab(Component)]
# #[serde(deny_unknown_fields)]
# pub struct Position(pub f32, pub f32, pub f32);
#
#[derive(Clone, Copy, Component, Debug, Derivative, Deserialize, Serialize, PrefabData)]
#[derivative(Default)]
#[prefab(Component)]
#[storage(VecStorage)]
pub enum Weapon {
    #[derivative(Default)]
    Axe,
    Sword,
}

#[derive(Debug, Deserialize, Serialize, PrefabData)]
#[serde(deny_unknown_fields)]
pub enum CustomPrefabData {
    Player {
        name: Named,
        position: Option<Position>,
    },
    Weapon {
        weapon_type: Weapon,
        position: Option<Position>,
    },
}

When we run this, we start off by creating one entity:

EntityHandle<Prefab<CustomPrefabData>>>
Entity(0, Generation(1))Handle { id: 0 }

When the PrefabLoaderSystem runs, this becomes the following:

EntityHandle<Prefab<CustomPrefabData>>>ParentPositionPlayerWeapon
Entity(0, Generation(1))Handle { id: 0 }NonePosition(1.0, 2.0, 3.0)Named { name: "Zero" }None
Entity(1, Generation(1))NoneEntity(0, Generation(1))Position(4.0, 5.0, 6.0)NoneSword
  • The entity that the Handle<Prefab<T>> is attached will be augmented with Components from the first PrefabEntity.
  • A new entity is created for subsequent PrefabEntity entries in the entities list.

Note that the Weapon has a parent with index 0. Let's see what happens when multiple entities are created with this prefab. First, two entities are created with the prefab handle:

EntityHandle<Prefab<CustomPrefabData>>>
Entity(0, Generation(1))Handle { id: 0 }
Entity(1, Generation(1))Handle { id: 0 }

Next, the PrefabLoaderSystem runs and creates and augments the entities:

EntityHandle<Prefab<CustomPrefabData>>>ParentPositionPlayerWeapon
Entity(0, Generation(1))Handle { id: 0 }NonePosition(1.0, 2.0, 3.0)Named { name: "Zero" }None
Entity(1, Generation(1))Handle { id: 0 }NonePosition(1.0, 2.0, 3.0)Named { name: "Zero" }None
Entity(2, Generation(1))NoneEntity(0, Generation(1))Position(4.0, 5.0, 6.0)NoneSword
Entity(3, Generation(1))NoneEntity(1, Generation(1))Position(4.0, 5.0, 6.0)NoneSword

The sword entity 2 has player entity 0 as its parent, and sword entity 3 has player entity 1 as its parent.

This can be seen by running the prefab_custom example from the Amethyst repository:

cargo run --example prefab_custom

Phew, that was long! Now that you have an understanding of how prefabs work in Amethyst, the next page covers the technical aspects in more detail.