--- title: "Component" date: 2019-05-22T12:51:29-07:00 weight: 5 --- A Component is a collection of related data. To define a Component, declare a struct which implements the **IComponent** interface. ```cs using Encompass; using System.Numerics; public struct VelocityComponent : IComponent { public Vector2 velocity; } ``` Components are attached to Entities with the **SetComponent** method. ```cs using Encompass; ... var worldBuilder = new WorldBuilder(); var entity = worldBuilder.CreateEntity(); worldBuilder.SetComponent(entity, new VelocityComponent { velocity = Vector2.Zero }); ``` **SetComponent** can also be used from within an **Engine**. We will talk more about this later. Components are always structs, meaning they follow value-type semantics. (Insert link about that here). If you use them idiomatically, you don't have to worry about them being garbage-collected. {{% notice warning %}} Components should **never** reference other Components directly. This breaks the principle of loose coupling. You **will** regret it if you do this. {{% /notice %}}