Scripting System Affecting the Game
Scripts now can change parts. There are getEntityById and getEntityByName functions now, and a bunch of metatables and stuff to get it working. Now you can query for an entity, and then modify it’s component data with metatables. For example to access or set the position of a part, you can do part.transform.position. The transform finds the transform component and position finds the data entry of position inside the component. This is all done on runtime, with component queries happening dynamically so no manual programming for new components is required. This may affect performance a little bit though. There is a custom Vector3 object now too.
Error messages are also now a little less vague but still pretty confusing. I don’t know how to solve that.
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