Possible Component Factory Creation Bug?

I have the following code:

this->GetContext()->RegisterSubsystem< Player >();
this->GetContext()->RegisterFactory< PlayerComponent >();

this->GetSubsystem< Player >()->Start();
void Player::Start( void ) {
	auto* level = this->GetSubsystem< Level >();
	this->player_ = level->getScene()->CreateChild( "Player" );
	this->player_->CreateComponent< PlayerComponent >();
auto* playerComponent = this->GetSubsystem< Player >()->GetComponent< PlayerComponent >();

if ( input->GetKeyDown( Urho3D::KEY_W ) )
	playerComponent->MoveX( 1 );
if ( input->GetKeyDown( Urho3D::KEY_S ) )
	playerComponent->MoveX( -1 );
if ( input->GetKeyDown( Urho3D::KEY_A ) )
	playerComponent->MoveZ( 1 );
if ( input->GetKeyDown( Urho3D::KEY_D ) )
	playerComponent->MoveZ( -1 );
void PlayerComponent::MoveX( const float x ) {
	std::cout << this << std::endl;

When I call playerComponent->MoveX() I get 0. It seems the PlayerComponent component is never being initialized.

The full code is on GitHub.

Why Player is derived from Component if it’s not a component?

This line is your problem.

auto* playerComponent = this->GetSubsystem< Player >()->GetComponent< PlayerComponent >();

Since Player is just a subsystem and not actually used as a component, it does not have a node, so GetComponent cannot get the PlayerComponent from the Player’s node_, as it does not have one. Either add Player to a Node or make Player an Object instead of inheriting from Component.

Some other comments:

  • You switched the case of CoreData and Data to coreData and data. It’s your choice, of course, but why switch from what base Urho3D uses if you are going for a template project?
  • It may have just been my setup, or maybe you modified Urho, but I had an issue compiling because Camera was ambiguous between Urho3D::Camera and your Camera class. I fixed that by changing it to AppCamera instead.
  • The loading screen crashes if it cannot find the texture. You may want to handle this behavior more gracefully (ErrorExit(), or something, or just continue without the image).

This is an excellent question. Probably a mistake from a copy and paste.

Ooohhh, that make sense. I am going to ask for a review of the overall architecture once it is “complete.” I am still pretty new at all this.

This has been a point of confusion for me. Since I never came a across description of which was which I decided that coreData is for things that get reused (shaders, fonts, etc) and Data is for single-use items (loading screens, terrain, some models, etc). I would love to hear suggestions or the way it “should” be done. What are the original purposes?

I commented out using namespace Urho3D; in Urho3DAll.h. I am planning on fixing that error before release. In my opinion using should never have been put there in the first place but that is just my two cents.

This is a good point; Probably a few other places, too. I will put it on the TODO list.

That’s basically how I understand it as well. CoreData is for things that are in some ways internal to the engine - the shaders, the renderpath, the techniques. The Data directory is for everything that is more specific to your game. Arguably the UI texture should also be in CoreData, but since your game will probably have a custom skin in the end it’s probably good that it doesn’t. Since you can also create your own shaders and techniques, there’s not a completely clear distinction. That said, my comment was only about changing the case of the folders, I felt you might want to use the original names.

The original reasoning was probably that if you wanted to include that rather than including individual headers you probably wouldn’t want to also have to put
using namespace Urho3D; in every file. My two cents are that using namespace is great and makes the code much more readable. Ambiguous names can be specified if it ends up being an issue, but otherwise I don’t need to know that Color is the one from Urho3D, as is the Vector3, etc. Though for a template project at least I could see avoiding it being a good idea.

Not sure how those folders got renamed. I do not remember doing that. I changed it back.

Agreed. I just think it belongs in the game code, not the engine headers. For example, imagine the std headers did this.

Here is a real-world example.

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