Basic Structure of a Lua Script

Script Table

Scripts used as components contain a Script Table. The Script Table provides the functionality for the script and is treated like a class. The Script Table generally consists of the following:

  • An optional Properties Table within the Script Table. The Properties Table provides an interface that you can use to customize the script behavior from the editor.

  • An OnActivate() function that the engine calls when the entity that has the script is activated.

  • An OnDeactivate() function called by the engine when the entity that has the script is deactivated.

Skeleton script

The following example shows a skeleton script.

-- ScriptName.lua 

local ScriptName = 
{
    Properties =
    {
        -- Property definitions
    }
}

function ScriptName:OnActivate()
     -- Activation Code
end

function ScriptName:OnDeactivate()
     -- Deactivation Code
end

return ScriptName

Entity Table

For each Lua Script component, O3DE creates a table called the Entity Table. The Script Table in the referenced script is the metatable for the Entity Table. Because of this relationship, when any method in the script is called, the self parameter (implicit in most cases) refers to the Entity Table.

The Entity Table then has the following properties and methods available to it:

  • A Properties table, copied from the Script Table’s Properties Table. Default values are provided where appropriate.

  • An entityId property, which contains an object of type EntityId that refers to the current entity.


Copyright © 2022 Open 3D Engine Contributors

Documentation Distributed under CC BY 4.0.
For our trademark, privacy and antitrust policies, code of conduct, and terms of use, please click the applicable link below or see https://www.lfprojects.org.


The Linux Foundation has registered trademarks and uses trademarks. For a list of trademarks of The Linux Foundation, please see our Trademark Policy page.