| name | component-system |
| description | Use when building reusable node components — composition patterns, component communication, and interface design |
Component System in Godot 4.3+
Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: scene-organization for scene tree composition, event-bus for decoupled component communication, resource-pattern for data-driven component configuration, physics-system for Area2D/3D overlap detection and collision shapes, ability-system for an AbilityComponent example built on this pattern.
1. Why Components
| Problem with inheritance | How components solve it |
|---|
| Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job |
| Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior |
| Adding a new combination means a new subclass | Mix and match components freely at the scene level |
Key benefits:
- Reuse across entities — a
HealthComponent works on a player, an enemy, a destructible crate, or a boss with no code changes.
- Separation of concerns — damage detection, health tracking, and state animation are each their own file. Debugging is local.
- Mix-and-match behaviors — give an enemy a
HitboxComponent and a PatrolComponent independently. Removing one does not affect the other.
2. Component Design Rules
- One responsibility per component. If you find yourself naming it
HealthAndShieldAndRegenComponent, split it.
- Communicate via signals, not direct sibling access. A component must not call
get_parent().get_node("SiblingComponent"). Emit a signal instead.
- Stateless where possible. Prefer deriving state from inputs and
@export configuration over storing mutable state. When state is necessary, keep it private.
- Use
@export for all configuration. Damage amount, cooldown duration, and layer masks belong in the Inspector, not hardcoded constants.
3. Common Components
| Component | Purpose | Key Signals |
|---|
HealthComponent | Tracks current and max HP, applies damage and healing | health_changed(current, maximum), died |
HitboxComponent | Detects overlapping hurtboxes and triggers damage | hit(target_hurtbox) |
HurtboxComponent | Receives hits, routes damage to HealthComponent | hurt(damage_amount) |
InteractableComponent | Marks an entity as interactable and fires on player overlap | interacted(interactor) |
StateMachineComponent | Delegates _process and _physics_process to child state nodes | state_changed(from, to) |
4. HitboxComponent
Attach to any entity that deals damage. Configure damage in the Inspector.
GDScript (hitbox_component.gd)
class_name HitboxComponent
extends Area2D
## Damage dealt to the target hurtbox on contact.
@export var damage: int = 10
## Minimum seconds between successive hits (0 = no cooldown).
@export var cooldown_duration: float = 0.5
signal hit(target_hurtbox: HurtboxComponent)
var _on_cooldown: bool = false
@onready var _cooldown_timer: Timer = _build_timer()
func _ready() -> void:
area_entered.connect(_on_area_entered)
func _on_area_entered(area: Area2D) -> void:
if _on_cooldown:
return
if area is not HurtboxComponent:
return
hit.emit(area)
area.receive_hit(damage)
if cooldown_duration > 0.0:
_on_cooldown = true
_cooldown_timer.start(cooldown_duration)
func _on_cooldown_timeout() -> void:
_on_cooldown = false
func _build_timer() -> Timer:
var t := Timer.new()
t.one_shot = true
t.timeout.connect(_on_cooldown_timeout)
add_child(t)
return t
C# (HitboxComponent.cs)
using Godot;
public partial class HitboxComponent : Area2D
{
[Export] public int Damage { get; set; } = 10;
[Export] public float CooldownDuration { get; set; } = 0.5f;
[Signal] public delegate void HitEventHandler(HurtboxComponent targetHurtbox);
private bool _onCooldown;
private Timer _cooldownTimer;
public override void _Ready()
{
_cooldownTimer = new Timer { OneShot = true };
_cooldownTimer.Timeout += OnCooldownTimeout;
AddChild(_cooldownTimer);
AreaEntered += OnAreaEntered;
}
private void OnAreaEntered(Area2D area)
{
if (_onCooldown) return;
if (area is not HurtboxComponent hurtbox) return;
EmitSignal(SignalName.Hit, hurtbox);
hurtbox.ReceiveHit(Damage);
if (CooldownDuration > 0f)
{
_onCooldown = true;
_cooldownTimer.Start(CooldownDuration);
}
}
private void OnCooldownTimeout() => _onCooldown = false;
}
5. HurtboxComponent
Attach to any entity that can take damage. Wire it to a sibling HealthComponent via @export.
GDScript (hurtbox_component.gd)
class_name HurtboxComponent
extends Area2D
## Reference to the HealthComponent on the same entity.
@export var health_component: HealthComponent
## Invincibility frame duration in seconds (0 = none).
@export var invincibility_duration: float = 0.0
signal hurt(damage_amount: int)
var _invincible: bool = false
@onready var _iframes_timer: Timer = _build_timer()
func receive_hit(damage: int) -> void:
if _invincible:
return
hurt.emit(damage)
if health_component:
health_component.take_damage(damage)
if invincibility_duration > 0.0:
_invincible = true
_iframes_timer.start(invincibility_duration)
func _on_iframes_timeout() -> void:
_invincible = false
func _build_timer() -> Timer:
var t := Timer.new()
t.one_shot = true
t.timeout.connect(_on_iframes_timeout)
add_child(t)
return t
C# (HurtboxComponent.cs)
using Godot;
public partial class HurtboxComponent : Area2D
{
[Export] public HealthComponent HealthComponent { get; set; }
[Export] public float InvincibilityDuration { get; set; } = 0f;
[Signal] public delegate void HurtEventHandler(int damageAmount);
private bool _invincible;
private Timer _iframesTimer;
public override void _Ready()
{
_iframesTimer = new Timer { OneShot = true };
_iframesTimer.Timeout += OnIframesTimeout;
AddChild(_iframesTimer);
}
public void ReceiveHit(int damage)
{
if (_invincible) return;
EmitSignal(SignalName.Hurt, damage);
HealthComponent?.TakeDamage(damage);
if (InvincibilityDuration > 0f)
{
_invincible = true;
_iframesTimer.Start(InvincibilityDuration);
}
}
private void OnIframesTimeout() => _invincible = false;
}
6. Component Communication
Components must not call methods on siblings directly. Use signals to keep them decoupled.
┌─────────────────────────────────────────────────────┐
│ Entity (CharacterBody2D) │
│ │
│ ┌──────────────┐ hit(hurtbox) │
│ │ HitboxComponent ──────────────────────────────┐ │
│ └──────────────┘ │ │
│ ▼ │
│ ┌─────────────────────┐ │
│ │ HurtboxComponent │ │
│ │ receive_hit(dmg) │ │
│ │ ──── calls ──────► │ │
│ │ HealthComponent │ │
│ │ .take_damage(dmg) │ │
│ └────────┬────────────┘ │
│ │ │
│ health_changed / died │
│ │ │
│ ┌────────▼────────────┐ │
│ │ HealthComponent │ │
│ │ emits: died │ │
│ └─────────────────────┘ │
└─────────────────────────────────────────────────────┘
Flow explained:
HitboxComponent detects an overlapping HurtboxComponent via area_entered.
- It emits
hit(target_hurtbox) (for the entity's own logic, e.g. playing a sound) and calls target_hurtbox.receive_hit(damage) — the only cross-component call, and it targets the direct interface of the hurtbox, not a sibling.
HurtboxComponent.receive_hit() emits hurt(damage_amount) for animation/VFX, then calls health_component.take_damage(damage) on its explicitly wired reference.
HealthComponent.take_damage() updates HP and emits health_changed or died. Listeners (UI, GameManager, etc.) connect to those signals without touching the combat components.
7. Wiring Components
Three patterns in order of preference:
@export NodePath — most flexible, works across the scene tree
# hurtbox_component.gd
@export var health_component: HealthComponent
# Inspector: drag the HealthComponent node into the slot.
Gotcha: @export node references are wired via the editor inspector. If you build scenes programmatically or hand-write .tscn files, the reference may be null at runtime. In that case, wire it explicitly in the parent's _ready():
hurtbox.health_component = health_component
@onready direct child — simple when the component is a known child
# enemy.gd
@onready var health: HealthComponent = $HealthComponent
@onready var hurtbox: HurtboxComponent = $HurtboxComponent
get_node pattern — when the path is dynamic or optional
func _ready() -> void:
var health := get_node_or_null("HealthComponent") as HealthComponent
if health:
health.died.connect(_on_died)
Prefer @export when the wired node lives elsewhere in the tree. Prefer @onready for direct children that are always present. Use get_node_or_null when the component is optional.
C# parity
public partial class HurtboxComponent : Area3D
{
[Export] public HealthComponent Health { get; set; }
}
public partial class Enemy : CharacterBody3D
{
private HealthComponent _health;
private HurtboxComponent _hurtbox;
public override void _Ready()
{
_health = GetNode<HealthComponent>("HealthComponent");
_hurtbox = GetNode<HurtboxComponent>("HurtboxComponent");
_health.Died += QueueFree;
}
}
public partial class Pickup : Node3D
{
public override void _Ready()
{
var health = GetNodeOrNull<HealthComponent>("HealthComponent");
if (health != null)
health.Died += OnDied;
}
private void OnDied() { }
}
8. Finding Components at Runtime
Use a static utility to locate the first component of a given type on any entity. This avoids hardcoding node names across different entity scenes.
GDScript (component_utils.gd)
class_name ComponentUtils
## Returns the first child of [param entity] that is an instance of [param component_type],
## or null if none is found.
static func get_component(entity: Node, component_type: GDScript) -> Node:
for child in entity.get_children():
if is_instance_of(child, component_type):
return child
return null
## Example usage:
## var health := ComponentUtils.get_component(enemy, HealthComponent) as HealthComponent
## if health:
## health.take_damage(5)
C# (ComponentUtils.cs)
using Godot;
public static class ComponentUtils
{
public static T GetComponent<T>(Node entity) where T : Node
{
foreach (var child in entity.GetChildren())
{
if (child is T component)
return component;
}
return null;
}
}
9. Implementation Checklist