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Converting Entities with the Legacy Converter
Converting Entities with the Legacy Converter
This feature is in preview release and is subject to change. |
The Legacy Converter converts your legacy entities (CryEntities) to the new component entity system. Legacy features will eventually be removed from Lumberyard Editor. When you use the Legacy Converter, it tries to convert all legacy entities in your level. You cannot select which entities to convert or skip. Once an entity is converted, it cannot be converted back to a legacy entity.
Topics
Converting Your Legacy Entities
If your level has legacy entities, Lumberyard Editor detects them and prompts you to convert them.
To convert your legacy entities
Do any of the following to open the Legacy Converter:
- If the CryEntity Removal gem is enabled, and you load a level that contains legacy entities, the Legacy Converter opens by default.
- In Lumberyard Editor, choose File, Upgrade Legacy Entities.
Note
The CryEntity Removal gem disables all legacy features in Lumberyard Editor. For more information, see the CryEntity Removal Gem.
The dialog box shows the number of legacy entities in your level. Choose Convert Entities.
A progress bar appears that shows the number of entities that the Legacy Converter is processing. The conversion takes several seconds to complete.
After the conversion completes, the dialog box shows the number of converted and unconverted entities. See the Status and Message columns for more information. Choose OK.
Note
If the Legacy Converter can’t convert an entity, a Conversion Error dialog box appears that shows the number of entities that were not converted. If the CryEntity Removal gem is enabled, unconverted entities remain in your level but cannot be edited. For more information, choose View Log. You can also choose Export Log to save the conversion log as a.csv
file.
List of Legacy Entity Conversions
The Legacy Converter converts each legacy entity to its corresponding component entity. For a list of legacy entities, see the Entity Reference in the Amazon Lumberyard Legacy Reference.
Converted entities keep the same position in the viewport. For more information, see Using the Viewport.
Note
Some legacy entities cannot be converted at this time.
See the following tables for the converted component entity.
Contents
- Area Box Entity
- Area Sphere Entity
- Brush, Geom, and Simple Entities
- Camera Entity
- Camera Target Entity
- Comment Entity
- Environment Probe Entity
- Decal Entity
- Designer Objects
- Groups and Layers
- Light Entity
- Light Entity with Lens Flare
- Particle Effect Entity
- Proximity Trigger Entity
- Tag Point Entity
Area Box Entity
An area box entity is converted to a component entity that is attached with a Box Shape component.
Settings in Area Box Entity | Converted Settings in Box Shape Component |
---|---|
Width | Dimensions : x |
Length | Dimensions : y |
Height | Dimensions : z |
Area Sphere Entity
An area sphere entity is converted to a component entity that is attached with a Sphere Shape component.
Settings in Area Sphere Entity | Converted Settings in Sphere Shape Component |
---|---|
Radius | Radius |
Brush, Geom, and Simple Entities
The brush, geom, and simple entities are converted to a component entity that is attached with a Mesh component or Skinned Mesh component, depending on the asset type.
Settings in Brush, Geom, and Simple Entities | Converted Settings in Mesh or Skinned Mesh Components |
---|---|
Geometry (set to .cdf files) | Character Definition (Skinned Mesh component) |
Geometry (set to non .cdf file) | Static asset (Mesh component) |
Camera Entity
A camera entity is converted to a component entity that is attached with a Camera component.
Settings in Camera Entity | Converted Settings in Camera Component |
---|---|
FOV | Field of View |
NearZ | Near Clip Distance |
FarZ | Far Clip Distance |
Camera Target Entity
The camera target entity is converted to an empty component entity.
Comment Entity
A Comment entity is converted to a component entity that is attached with a **[ Comment Use the Comment component in Amazon Lumberyard to add text comments for component entities. The Comment component allows you to add long-form text comments for component entities. When enabled, the Comment component displays a dialog box that expands based on the size of the comment that you enter. The following examples demonstrate how you can use the comment text box: Explain how the scripts or components on an entity interact with other scripts or components Describe how everything in a level ties together Send descriptions, instructions, or notes to team members
Comment Properties The Comment component has the following property:
Comment text box
Stores the user comment for the component entity.
Default: None Using the Comment Component You can use this feature by adding the component to an entity in your level. To use the Comment component In Lumberyard Editor, right-click the viewport in your level, and click Create entity. In the Entity Inspector, click Add Component. Under Editor, click Comment. In the Entity Inspector, under Comment, add comments for the component entity in the text box. ](component-camera.md)** component.
Settings in Comment Entity | Converted Settings in Comment Component |
---|---|
Text | Comment |
Environment Probe Entity
The environment probe entity is converted to a component entity that is attached with an Environment Probe component.
Settings in Environment Probe Entity | Converted Settings in Environment Probe Component |
---|---|
EnvironmentProbe Params : cubemap_resolution | Environment Probe Settings : Resolution |
EnvironmentProbe Params : Outdoor Only | Options : Indoor only |
EnvironmentProbe Params : ViewDistanceMultiplier | Options : View distance multiplier |
EnvironmentProbe Properties : Active | On initially |
EnvironmentProbe Properties : BoxSizeX | Environment Probe Settings : Area dimensions : X |
EnvironmentProbe Properties : BoxSizeY | Environment Probe Settings : Area dimensions : Y |
EnvironmentProbe Properties : BoxSizeZ | Environment Probe Settings : Area dimensions : Z |
Color : Diffuse | General Settings : Color |
Color : DiffuseMultiplier | General Settings : Diffuse multiplier |
Color : SpecularMultiplier | General Settings : Specular multiplier |
Options : AffectVolumetricFogOnly | Options : Volumetric fog only |
Options : AttenuatioinFallofMax | Environment Probe Settings : Attenuation fall off |
Options : IgnoresVisAreas | Options : Ignore vis areas |
Options : Sort Priority | Environment Probe Settings : Sort priority |
Options : VolumetricFog | Options : Volumetric fog |
OptionsAdvanced : deferred_cubemap | Cubemap generation: Cubemap asset |
Projection : BoxHeight | Environment Probe Settings : Box height |
Projection : BoxLength | Environment Probe Settings : Box length |
Projection : BoxProject | Environment Probe Settings : Box projected |
Projection : BoxWidth | Environment Probe Settings : Box width |
Decal Entity
A decal entity is converted to a component entity that is attached with a Decal component.
Settings in Decal Entity | Converted Settings in Decal Component |
---|---|
Entity : Mtl | Decal Settings : Material |
Entity : MinSpec | Decal Settings : Minimum spec |
Entity Params : ProjectType | Decal Settings : Projection type |
Entity Params : Deferred | Decal Settings : Deferred |
Entity Params : View Distance Multiplier | Options : View distance multiplier |
Entity Params : SortPriority | Decal Settings : View distance multiplier |
Entity Params : Projection Depth (Deferred) | Decal Settings : Depth |
Designer Objects
The Legacy Converter converts designer objects to a component entity that is attached with the following components:
- Mesh
- Static Physics component.
- Mesh Collider
The Legacy Converter converts the original shape of designer objects into .cgf
files and then saves them to your game project directory.
Settings in Designer Object | Converted Settings in Mesh Component |
---|---|
Geometry | Mesh asset (.cgf file) |
Example
You have a legacy designer object named Designer1 shaped as a sphere.
With the Legacy Converter, you convert the object into a entity with the Mesh, Static Physics, and Mesh Collider components attached.
The Legacy Converter creates a
.cgf
file and saves it to thelumberyard_version\dev\game-project\Objects\DesignerConversion\level-name\
directory.In the Mesh component, the Mesh asset property specifies this
Designer1.cgf
file. The entity has the same shape as the original designer object.
Note
You cannot edit a designer object after it is converted into a component entity. You can use the legacy Designer Tool to create your object and convert it again. For more information, see
Using the Designer Tool in the Amazon Lumberyard Legacy Reference.
Groups and Layers
Groups and layers are converted to empty component entities with the same names.
Legacy entities that are nested under legacy groups or layers appear nested under the newly created component entities, which keep the same hierarchy.
If a legacy entity belongs to a layer and a group, the converted component entity appears under the converted group component entity. It also appears as a child of the converted layer component entity.
Example
You have the following legacy entities in your level:
- LegacyEntityA, LegacyEntityB and LegacyEntityC are grouped under LegacyGroupA, so the hierarchy appears as: LegacyGroupA [LegacyEntityA, LegacyEntityB, LegacyEntityC]
- LegacyEntityA belongs to LegacyLayerA, so the hierarchy appears as: LegacyLayerA [LegacyEntityA]
You use the Legacy Converter to convert your entities.
The converted entities have the following hierarchy:
ComponentEntityLayerA [ComponentEntityGroupA[ComponentEntityA, ComponentEntityB, ComponentEntityC]]
Light Entity
A light entity with the Planar Light setting specified is converted to a component entity that is attached with a Area Light component.
A light entity with the Projector setting specified to Texture is converted to a component entity attached with a ** Projector Light **component.
A light entity with neither the Planar Light or Projector setting specified to Texture is converted to a component entity attached with a Point Light component
Settings in Light Entity | Converted Settings Common in Area Light, Projector Light, and Point Light Components |
---|---|
Entity Params : Outdoor Only | Options : Indoor Only |
Entity Params : ViewDistanceMultiplier | Options : View distance multiplier |
Entity Params : HiddenInGame | Visible |
Entity Properties : Active | On initially |
Entity Properties : Color : Diffuse | General Settings : Color |
Entity Properties : Color : DiffuseMultiplier | General Settings : Diffuse multiplier |
Entity Properties : Color : SpecularMultiplier | General Settings : Specular multiplier |
Entity Properties : Options : AffectsThisAreaOnly | Options : Affects this area only |
Entity Properties : Options : AffectsVolumetricFogOnly | Options : Volumetric fog only |
Entity Properties : Options : Ambient | General Settings : Ambient |
Entity Properties : Options : IgnoresVisArea | Options : Ignore vis areas |
Entity Properties : Options : VolumetricFog | Options : Volumetric fog |
Entity Properties : Style : LightStyle | Animation : Style |
Entity Properties : Style : AnimationSpeed | Animation : Speed |
Entity Properties : Style : AnimationPhase | Animation : Phase |
Entity Properties : Shadows : CastShadows (spec) | Options : Cast shadow spec |
The following settings appear only in the Entity Inspector when the setting Cast shadow spec has any value, expect Never. | |
Entity Properties : Shadows : ShadowBias | Shadow Settings : Shadow bias |
Entity Properties : Shadows : ShadowResolutionScale | Shadow Settings : Shadow resolution scale |
Entity Properties : Shadows : ShadowSlopeBias | Shadow Settings : Shadow slope bias |
Entity Properties : Shadows : ShadowUpdateMinRadius | Shadow Settings : Shadow update radius |
Entity Properties : Shadows : ShadowUpdateRatio | Shadow Settings : Shadow update ratio |
Settings in Light Entity | Converted Settings in Projector Light Component |
---|---|
AttenuationBulbSize | Projector Light Settings : Attenuation bulb size |
Projector : ProjectNearPlane | Projector Light Settings : Near plane |
Projector : ProjectorFov | Projector Light Settings : FOV |
Projector : Texture | Projector Light Settings : Texture |
Radius | Projector Light Settings : Max distance |
Settings in Light Entity | Converted Settings in Area Light Component |
---|---|
Radius | Area Light Settings : Max distance |
Shape : SourceDiameter | Area Light Settings : Area height |
Shape : SourceWidth | Area Light Settings : Area width |
Settings in Light Entity | Converted Settings in Point Light Component |
---|---|
AttenuatioinBulbSize | Point Light Settings : Attenuation bulb size |
Radius | Point Light Settings : Max distance |
Light Entity with Lens Flare
A light entity with a lens flare is converted to a component entity that is attached with a Lens Flare component and a light component.
The lens flare asset that is specified for a light entity is converted to the Lens Flare component settings: Library and Lens flare.
Settings in Light Entity | Converted Settings in Point Light Component |
---|---|
Entity Properties : Style : FlareFOV | Flare Settings : FOV |
Particle Effect Entity
The particle effect entity is converted to a component entity that is attached with a Particle component.
Settings in Particle Effect Entity | Settings in Particle Component |
---|---|
ParticleEntity Properties : Prime | Spawn Settings : Pre-Roll |
ParticleEntity Properties : CountScale | Spawn Settings : Count scale |
ParticleEntity Properties : TimeScale | Spawn Settings : Time scale |
ParticleEntity Properties : PulsePeriod | Spawn Settings : Pulse period |
ParticleEntity Properties : Scale | Spawn Settings : Speed scale |
ParticleEntity Properties : Strength | Spawn Settings : Strength curve time |
Audio : EnableAudio | Audio Settings : Enable audio |
Audio : Rtpc | Audio Settings : Audio RTPC |
Proximity Trigger Entity
A proximity trigger entity is converted to a component entity attached with a Box Shape component, and a Trigger Area component.
Settings in Proximity Trigger Entity | Converted Settings in Box Shape Component |
---|---|
Entity Properties : DimX | Dimensions : x |
Entity Properties : DimY | Dimensions : y |
Entity Properties : DimZ | Dimensions : z |
Tag Point Entity
A tag point entity is converted to an empty component entity.