What Is A Python Component?

The idea of a component is a simple one. They are modules that can be attached to game objects. You can attach as many as you want, and each one serves a specific purpose such as third person character movement with WASD keys. After a component has been attached to an object, it can have various exposed settings that you can edit. In the case of a third person movement component, this could be things such as movement speed and turn speed.


Python Component (Vehicle Wheeled template)

Python component can be compared to python logic bricks with parameters. The python component is a script loaded in the UI, this script defined a component class by inheriting from KX_PythonComponent. This class must contain a dictionary of properties: args and two default functions: start() and update(). Additionally, the component can include an optional function: dispose()

The script used to create the component must have .py extension. The component properties are loaded from the args attribute from the UI at loading time. When the game start the function start() is called with as arguments a dictionary of the properties’ name and value. The update() function is called each frame during the logic stage before running logics bricks. The goal of this function is to handle and process everything.

The following component example moves and rotates the object when pressing the keys W, A, S and D.

import bge
from collections import OrderedDict

class ThirdPerson(bge.types.KX_PythonComponent):
   """Basic third person controls

   W: move forward
   A: turn left
   S: move backward
   D: turn right


   args = OrderedDict([
         ("Move Speed", 0.1),
         ("Turn Speed", 0.04)

   def start(self, args):
      self.move_speed = args['Move Speed']
      self.turn_speed = args['Turn Speed']

   def update(self):
      keyboard =

      move = 0
      rotate = 0

      if keyboard[]:
         move += self.move_speed
      if keyboard[]:
         move -= self.move_speed

      if keyboard[]:
         rotate += self.turn_speed
      if keyboard[]:
         rotate -= self.turn_speed

      self.object.applyMovement((0, move, 0), True)
      self.object.applyRotation((0, 0, rotate), True)

The standard property types supported are float, integer, boolean, string, set (for enumeration) and Vector 2D, 3D and 4D. The following example show all of these property types:

from bge import *
from mathutils import *
from collections import OrderedDict

class Component(types.KX_PythonComponent):
args = OrderedDict([
      ("Float", 58.6),
      ("Integer", 150),
      ("Boolean", True),
      ("String", "Cube"),
      ("Enum", {"Enum 1", "Enum 2", "Enum 3"}),
      ("Vector 2D", Vector((0.8, 0.7))),
      ("Vector 3D", Vector((0.4, 0.3, 0.1))),
      ("Vector 4D", Vector((0.5, 0.2, 0.9, 0.6)))

def start(self, args):

def update(self):

Additionally, the following data (ID) property types are supported too:


Data (ID) Property Types supported

from bge import *
from mathutils import *
from collections import OrderedDict

class Bootstrap(KX_PythonComponent):
   args = OrderedDict([
        ("key", "alleycat"),
        ("config", "//config.json"),
        ("Action", bpy.types.Action),
        ("Armature", bpy.types.Armature),
        ("Camera", bpy.types.Camera),
        ("Collection", bpy.types.Collection),
        ("Curve", bpy.types.Curve),
        ("Image", bpy.types.Image),
        ("Key", bpy.types.Key),
        ("Library", bpy.types.Library),
        ("Light", bpy.types.Light),
        ("Material", bpy.types.Material),
        ("Mesh", bpy.types.Mesh),
        ("Movie Clip", bpy.types.MovieClip),
        ("Node Tree", bpy.types.NodeTree),
        ("Object", bpy.types.Object),
        ("Particle", bpy.types.ParticleSettings),
        ("Sound", bpy.types.Sound),
        ("Speaker", bpy.types.Speaker),
        ("Text", bpy.types.Text),
        ("Texture", bpy.types.Texture),
        ("Vector Font", bpy.types.VectorFont),
        ("Volume", bpy.types.Volume),
        ("World", bpy.types.World),

def start(self, args):

def update(self):

The optional dispose() function is called when the component is destroyed. It is only necessary in very specific cases.

Inside of UPBGE there are several python component templates that can help us with common tasks. We will analyze them in the next subchapters.

Python Component Creation

The Python Component panel is placed in the Logic Brick editor.


Python Component panel

You will find there the 2 ways to create a Python Component in UPBGE, Create Component and Register Component.


The 2 ways to create Python Component

Create Component

When you push over the Create Component button a detachable panel will appear. In that panel you can introduce the component module name and the class name, both separate by a dot. After entering the name and clicking on the Create Component button, a new python script with the name of the component’s module will be created in the script editor. That python script will contain an empty class which name will be the one entered previously.


Create Component process

As the component script is developed you can click on the component reload button to see the updated component.


Python Component reload button

Register Component

This process is the opposite of the previous one. First of all, we already have a python script previously formatted as a component that can be placed either in the script editor or at the same level as the .blend file.

When we click on the Register Component button we will have to enter the name of the python script (without the .py) followed by a dot and the class name. After accept the Python Component will be created.


Register Component process