Component Designer

LogicBlock vs Component Designer

Understand when to use reusable LogicBlock logic or a complete Component Designer setup.

LogicBlock VS Component Designer

LogicBlock and Component Designer solve a similar problem at different levels. Both help you avoid rebuilding the same setup many times.

LogicBlock is focused on reusable runtime logic. It stores instruction lists and condition lists that can be run from different places. Its references let the same list use different values each time it runs.

Component Designer works one level higher. It stores a complete component setup for a GameObject, such as Triggers, Actions, Conditions, Variables, and other components. You can then put the generated component on many GameObjects and sync changes to all of them.

The two assets work well together. For example, a Component Designer Trigger can use a LogicBlock instruction list, while Component Designer provides the full Trigger and other components around it.

Component Designer parameters are similar to LogicBlock references, but they are made for the wider component setup. They can use property types from Game Creator 2 and its installed modules. Component Designer can scan the installed modules and create the parameter types it needs.