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SpawnOptions

Defined in: Scene.ts:27

Options accepted by the trailing argument of Scene.spawn and Entity.spawnChild.

optional key?: string

Defined in: Scene.ts:43

Stable per-scene identity key. Looked up via Scene.findByKey and used as a stable id in reactive stores (e.g. a createSet<string>() persisted under "world.opened").

Identity is opt-in — most entities (bullets, particles, transient enemies) never need a key. Pass one only for entities whose state should persist across save/load or cross-scene navigation, or that game code looks up by name (chests, doors, named NPCs).

Heads-up: don’t name a top-level setup-params field key. The 2-arg spawn(Class, X) form looks at X’s shape to disambiguate params from options — an X whose only own keys are SpawnOptions fields routes to options. If your params shape clashes (e.g. setup(p: { key: number })), use the explicit 3-arg form spawn(Class, params, options).