--- title: Entities type: docs weight: 7 --- Entities are all dynamic objects in the game world - players, creatures, items, and more. Hytale uses an Entity Component System (ECS) architecture. {{< cards >}} {{< card link="entity-hierarchy" title="Entity Hierarchy" subtitle="Entity → LivingEntity → Player" >}} {{< card link="entity-components" title="Entity Components" subtitle="Transform, BoundingBox, and more" >}} {{< card link="spawning-entities" title="Spawning Entities" subtitle="Create and spawn custom entities" >}} {{< card link="player-api" title="Player API" subtitle="Player-specific methods and data" >}} {{< card link="npc" title="NPC System" subtitle="AI, navigation, and behaviors" >}} {{< card link="spawning" title="Spawning System" subtitle="Markers, beacons, and suppression" >}} {{< card link="flocking-behavior" title="Flocking Behavior" subtitle="NPC group coordination" >}} {{< card link="mounts" title="Mounts" subtitle="Riding entities and vehicles" >}} {{< card link="inventory" title="Inventory" subtitle="Items, containers, and transactions" icon="archive" >}} {{< /cards >}} ## Entity Hierarchy ``` Entity ├── LivingEntity │ ├── Player │ └── Creature └── BlockEntity ``` ## Quick Example ```java getEventRegistry().register(PlayerConnectEvent.class, event -> { Player player = event.getPlayer(); if (player != null) { // Get position via TransformComponent TransformComponent transform = player.getTransformComponent(); Vector3d pos = transform.getPosition(); // Get world World world = player.getWorld(); // Send message (requires Message object) player.sendMessage(Message.raw("Welcome at " + pos.toString())); } }); ``` {{< callout type="info" >}} `event.getPlayer()` may return null if the player hasn't fully loaded yet. Always check for null. For position access, `getTransformComponent()` is deprecated - prefer ECS component access in new code. {{< /callout >}}