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Getting Started
Tutorials
How-To Guides
Explanation
Reference
Help

Automatically generating Editor components

When working in Unity or Blender then you will notice that when you create a new Needle Engine component in Typescript or Javascript it will automatically generate a Unity C# stub component OR a Blender panel for you.

This is thanks to the Needle component compiler that runs behind the scenes in an editor environment and watches changes to your script files. When it notices that you created a new Needle Engine component, it will generate a Unity C# stub component or a Blender Python component schema for you. These generated components include public variables, properties and methods, that you can then set from within the Editor. You can also wire up events to methods in your components.

Note: The component compiler currently only generates components. You can reference custom classes and types (like ScriptableObjects or enums), but you need to make sure that the class exists in both C# and TypeScript with a matching name.

Standalone CLI Usage

You can also run the component compiler directly from the command line without any install using npx:

npx @needle-tools/needle-component-compiler <target> <output_dir> <input_files...>
ArgumentDescription
targetcsharp or blender
output_dirDirectory for generated files
input_filesOne or more .ts source files (globs supported)

Examples

# Generate C# component stubs
npx @needle-tools/needle-component-compiler csharp ./codegen ./src/MyComponent.ts

# Generate Blender component schemas
npx @needle-tools/needle-component-compiler blender ./codegen ./src/MyComponent.ts

# Process multiple files
npx @needle-tools/needle-component-compiler csharp ./codegen ./src/**/*.ts

You can also use the compiler as a programmatic API:

import { Compiler, CSharpWriter, FileSink } from "@needle-tools/needle-component-compiler";

const sink = new FileSink("./output");
const writer = new CSharpWriter(sink);
const compiler = new Compiler();
compiler.compile(writer, code, "MyComponent.ts");

Component Compiler in Unity

If you want to add scripts inside the src/scripts folder in your project then you need to have a Component Generator on the GameObject with your Needle Engine component. Now when adding new components in your/threejs/project/src/scriptsit will automatically generate Unity scripts in Assets/Needle/Components.codegen. If you want to add scripts to any NpmDef file you can just create them - each NpmDef automatically watches script changes and handles component generation, so you don't need any additional component in your scene.

For C# fields to be correctly generated, it is important that you declare a Typescript type. The types can either be basic types like number, string, boolean, or custom classes. Custom classes need to be available in the Unity project as well.

Here is an example. The TypeScript file is what has been placed in src/scripts/MyCustomComponent.ts. The component compiler automatically generates the C# stub component.

Typescript
import { AssetReference, Behaviour, serializable } from "@needle-tools/engine";
import { Object3D } from "three";

export class MyCustomComponent extends Behaviour {
    @serializable()
    myFloatValue: number = 42;

    @serializable(Object3D)
    myOtherObject?: Object3D;

    @serializable(AssetReference)
    prefabs: AssetReference[] = [];

    start() {
        this.sayHello();
    }

    private sayHello() {
        console.log("Hello World", this);
    }
}
Generated CSharp
// NEEDLE_CODEGEN_START
// auto generated code - do not edit directly

#pragma warning disable

namespace Needle.Typescript.GeneratedComponents
{
	public partial class MyCustomComponent : UnityEngine.MonoBehaviour
	{
		public float @myFloatValue = 42f;
		public UnityEngine.Transform @myOtherObject;
		public UnityEngine.Transform[] @prefabs = new UnityEngine.Transform[]{ };
		public void start(){}
		public void update(){}
	}
}

// NEEDLE_CODEGEN_END
Extending the generated component
using UnityEditor;

// you can add code above or below the NEEDLE_CODEGEN_ blocks

// NEEDLE_CODEGEN_START
// auto generated code - do not edit directly

#pragma warning disable

namespace Needle.Typescript.GeneratedComponents
{
	public partial class MyCustomComponent : UnityEngine.MonoBehaviour
	{
		public float @myFloatValue = 42f;
		public UnityEngine.Transform @myOtherObject;
		public UnityEngine.Transform[] @prefabs = new UnityEngine.Transform[]{ };
		public void start(){}
		public void update(){}
	}
}

// NEEDLE_CODEGEN_END

namespace Needle.Typescript.GeneratedComponents
{
    // Extend the generated component (namespace and class name must match!)
	public partial class MyCustomComponent : UnityEngine.MonoBehaviour
	{
		public void MyAdditionalMethod() { /* ... */ }
		private void OnValidate() { myFloatValue = 42; }
	}

    // Of course you can also add custom editors
	[CustomEditor(typeof(MyCustomComponent))]
	public class MyCustomComponentEditor : Editor
	{
		public override void OnInspectorGUI()
		{
			EditorGUILayout.HelpBox("This is my sample component", MessageType.None);
			DrawDefaultInspector();
		}
	}
}

Extending generated components

The generated C# classes for components are generated with the partial flag so that it is easy to extend them with functionality. This is helpful to draw gizmos, add context menus or add additional fields or methods that are not part of a built-in component.

See the code tabs above for an example of how to extend the generated component. You can add custom methods, properties, or even custom editors for your component. Just make sure to add code outside the // NEEDLE_CODEGEN_ blocks so that it does not get overwritten by the component compiler.

Member Casing

Exported members will start with a lowercase letter. For example if your C# member is named MyString it will be assigned to myString.

Controlling component generation

You can use // comments above classes, fields, or methods to control code generation:

DirectiveTargetDescription
// @generate-componentClassForce generation of next class (not required, classes are generated by default)
// @dont-generate-componentClassSkip generating this class, useful when you already have an existing C# script
// @type MyNamespace.MyTypeClass / FieldOverride the resolved C# type or base class
// @abstractClassMark the generated class as abstract
// @serializeFieldFieldEmit [SerializeField] attribute on the generated field
// @nonSerializedField / MethodSkip generating C# code for this member
// @tooltip "My text"FieldEmit [Tooltip("My text")] (C#) or "description" (Blender). This is optional — JSDoc comments are automatically used as tooltips
// @contextmenu "Label"MethodEmit [ContextMenu("Label")] on the generated method
// @ifdef MY_DEFINEFieldWrap the generated field in a #if MY_DEFINE preprocessor block

Examples

Force the component compiler to generate a C# AudioClip field named myAudioClip

import { Behaviour, serializable } from "@needle-tools/engine";

export class MyComponent extends Behaviour {
	//@type UnityEngine.AudioClip
	@serializable()
	myAudioClip?: string;
}

Force the component compiler to derive from a specific subclass

import { Behaviour } from "@needle-tools/engine";
export class MyCustomBaseClass extends Behaviour { /* ... */ }
// ---cut-before---
//@type MyNamespace.MyCustomBaseClass
export class MyComponent extends MyCustomBaseClass {
}

JSDoc Tooltips

JSDoc comments (/** ... */) on fields are automatically converted to tooltips. The text is sanitized (inline code, URLs, images, and JSDoc tags are stripped) to produce clean tooltip text. An explicit // @tooltip directive takes priority over a JSDoc comment on the same field.

Typescript
import { Behaviour, serializable } from "@needle-tools/engine";

export class MyComponent extends Behaviour {
    /** The movement speed of the character */
    @serializable()
    speed: number = 5;
}
Generated C
[UnityEngine.Tooltip("The movement speed of the character")]
public float @speed = 5f;
Generated Blender Schema
"speed": {
    "type": "float",
    "value": 5,
    "description": "The movement speed of the character"
}
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Last Updated: 3/5/26, 3:51 PM

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