Scenes, layers and entities

How a game is structured, and why layer order decides what you can see.

7 min read

Scenes

A scene is one screen of your game: a level, a menu, a results screen. Only one runs at a time. Most kits ship with a play scene and a game-over scene, and the logic graph moves between them.

Each scene owns its own world size, camera settings and list of graphs. The world can be much larger than the visible screen — that is what makes a scrolling level possible.

Layers

Layers decide draw order. Each has a depth, and everything on it draws at that depth. The defaults are:

Layer Depth For
Background −100 Skies, parallax, the Mode-7 or raycast view
Main 0 The game itself
Foreground 100 Things that pass in front of the player
UI 1000 Score, lives, banners

Entities

An entity is anything in the scene. It has a position, a layer, optional physics, a list of tags and a list of behaviours.

  • Tags group entities. Collisions, spawners and the For Each node all work in terms of tags, not individual objects. Tag every enemy enemy and one rule covers all of them.
  • Behaviours are prewritten chunks of movement or reaction you attach without writing logic — a platformer controller, a patrol, a health bar. See the behaviour reference.