Hi!
I assume you already created a custom component, based on a built-in one. It should look something like this:
namespace MyGame
{
[Display(100, "Custom Component", Expand = ExpandRule.Once)]
[DataContract("MyCustomConponent")]
// [DefaultEntityComponentProcessor(typeof(MyCustomProcessor))] // A processor is optional
public sealed class MyCustomConponent : EntityComponent
{
public static PropertyKey<MyCustomConponent> Key = new PropertyKey<MyCustomConponent>("Key", typeof(MyCustomConponent));
public override PropertyKey GetDefaultKey()
{
return Key;
}
}
If the component is defined in a game project (a project that is referenced by your .pdxpkg file), the component should get picked up by the editor automatically. It can be added just like the default ones.
Currently, you will have to reload your project every time you add (or change) a component, to have the changes take effect.
Also, make sure to save your project in Visual Studio, so the class gets compiled and found when opening the project in the editor.
Let me know if you have any trouble with that!