Functional List of V-Play Components

The V-Play Gaming Components are available with the following import statement in your QML file:

 import VPlay 2.0

This is a list of all the V-Play components grouped into functional groups.

Note: You can quickly test and explore most of the components in the Examples Section of the V-Play Sample Launcher.

V-Play Plugins for Games (and Apps)

V-Play Plugins add platform-specific features and 3rd party SDK integration available from QML.

AdMob Plugin

Integrate with AdMob to monetize and promote your apps & games with ads.

Chartboost Plugin

Integrate with Chartboost to monetize and cross-promote your games with ads.

Facebook Plugin

Integrate with Facebook to help you build engaging social apps and get more installs.

Flurry Plugin

Integrate with Flurry to get insights into your app's usage.

GameCenter Plugin

Integrate with GameCenter to send your games' highscores from V-Play Game Network to Apple Game Center on iOS devices.

Google Analytics Plugin

Integrate with Google Analytics to measure user interactions for your mobile and desktop apps.

GoogleCloudMessaging Plugin

Integrate with Google Cloud Messaging Push to send cross-platform push notifications and increase your users' engagement.

HockeyApp Plugin

Integrate with HockeyApp for beta distribution & crash reports.

Infinario Plugin

Integrate with Infinario to use game analytics for game designers to improve your game.

Notification Plugin

Schedule native local push notifications in your app.

OneSignal Plugin

Integrate with OneSignal Push to send cross-platform push notifications and increase your users' engagement.

Parse Plugin

Integrate with Parse Push to send cross-platform push notifications and increase your users' engagement.

Soomla Plugin

Integrate with Soomla to offer in-app purchases and a virtual economy model within your app.

Note: For running the plugin examples or for testing the V-Play demos which use the plugins, no V-Play license is required. However, when you develop your own game and use your own app idendtifier, this requires a V-Play license.

V-Play Game Network Components

V-Play Game Network components for using leaderboards, achievements and challenges in your game.


Reward your players with achievements for reaching certain goals in your game and to give them more incentive to keep playing your game


Represents a single user instance on V-Play Game Network


Root V-Play Game Network component for using leaderboards, achievements and challenges in your game


Default UI for VPlayGameNetwork leaderboards, achievements and player profile

V-Play Multiplayer Components

V-Play Game Network components for creating multiplayer games with features like matchmaking, friend system or the in-game chat.


V-Play Multiplayer item handling the possible states of VPlayMultiplayer


Represents a single V-Play Multiplayer user


Disables the ranking and can be used as a VPlayMultiplayer::rankingStrategy


Base type for creating a notification bar to show incoming VPlayMultiplayer push notifications in-game


Defines a simple multiplayer ranking strategy. It is the default VPlayMultiplayer::rankingStrategy


V-Play Game Network component to add multiplayer features to your game


Default UI for VPlayMultiplayer matchmaking, friend selection, chat and game invites

Level Editor Components

The Level Editor Components provide level creation directly in the game.


A drag and drop button for placing game entities with the LevelEditor


Allows you to edit selected properties of a specific target with an ItemEditor


Base class for game entities that should be used with the LevelEditor


Allows to modify properties at runtime that were marked with the EditableComponent


Base class for custom QML levels that are loaded in a game with LevelLoader


Data stored in a dynamically created level with LevelEditor available from LevelBase


Allows to create, share & monetize user-generated levels with an in-game level editor


Loads qml level files derived from LevelBase dynamically


Displays a list of available levels from the LevelEditor


Allows to monetize user-generated levels with in-app purchases

V-Play Core Components

These components every game will contain. Most important are GameWindow, Scene, EntityBase and EntityManager.


Base class for custom game entities


Manages all entities derived from the EntityBase component


Default root V-Play Window containing all other components and Scenes


Root V-Play ApplicationWindow containing all other components and Scenes


Root V-Play element usable with existing Qt 5 applications


Base class for custom game entities


Root element for a single game view


Storage item provides a persistent and offline storage for arbitrary key-value pair data


Provides often-needed functionality like generating a random number between 2 values


Item syncs key-value-data with the cloud across devices and platforms with the VPlayGameNetwork

Context Components

The Context Components are global properties that are available in all QML files. They can be used to open native dialogs and browsers, network requests, dynamic QML component creation and provide system information.


NativeUtils context property allows opening native message boxes, input dialogs and browsers

Qt Context Objects

The Qt Context Objects page contains information about often-used functionality of the Qt element, for network requests and useful JavaScript elements.

Visual Components

These components are used for efficient rendering in games and to handle multiple screen sizes. Most important is MultiResolutionImage for handling different screen sizes and aspect ratios. And SpriteSequenceVPlay or AnimatedSpriteVPlay for animated sprites. For advanced and performance-improved animations, see TexturePackerAnimatedSpriteVPlay and SpineSkeleton.


Plays a single sprite animation stored as a series of frames


Improves performance of background image rendering


Enables to follow an object, or be moved around freely


Can be used to display colored single and segmented lines


Changes the used image based on the display size to improve performance and memory usage


Allows to create parallax movement effects


Allows to create an endlessly scrollable background, usable by SideScroller games for example


Allows to display polygonal primitives with color


The base type for all bone-based animations created with the Spine framework


SpriteSequence contains a list of Sprite elements and allows switching between them with only one active at a time


Sprite element defines a series of sprite frames within an image for a SpriteSequenceVPlay


Component shows a single static sprite or an animated sprite like the AnimatedSpriteVPlay. It has an increased performance thanks to its support for sprite sheets created with TexturePacker


Contains a list of TexturePackerSpriteVPlay elements and allows switching between them with only one active at a time. It has an increased performance thanks to its support for sprite sheets created with TexturePacker


Element defines a series of sprite frames within an image for a TexturePackerSpriteSequenceVPlay. It has an increased performance thanks to its support for sprite sheets created with TexturePacker

In addition to the above list, also these Qt Quick Components are useful.

Image The Image element is used to display image files.
BorderImage Useful for resolution-independent buttons, similar to Android's 9-patch images.
Text The Text element allows displaying text on screen.
Rectangle The Rectangle item provides a filled rectangle.

Visual 3D Components

These components are used for 3D rendering.


A 3D model with a texture and material to be rendered in a Scene3DVPlay


Root element for rendering 3D objects within a 2D GameWindow


Provides the position when rotating towards a direction usable for follow or target cameras

Input Components

These components allow entity movement with a keyboard or a virtual controller for touchscreens.


Element provides an input controller for a virtual joystick for moving entities, also called a virtual D-pad


Represents a basic rectangular button with a clicked handler that can be used during development


Has a gradient, radius and border and an optional flatStyle, ready to be published in games & apps


Input controller with keyboard support for moving entities

In addition to the above list, also these Qt Quick Components are useful:

MouseArea Allows mouse and touch input handling.
MultiPointTouchArea Allows multi-touch input handling.
Flickable Provides a surface that can be swiped.
Keys Allows key handling, including the Android soft keys like Back.
TextInput Displays a single editable line of text.
TextEdit Displays multiple lines of editable formatted text.

The Qt Quick Controls contain more input elements like native-looking Buttons, CheckBoxes and view components like TableView or StackView. See the Qt Quick Controls QML Types for more details.

Physics Components

These components add physics behavior to a game. They can either be used for collision detection, or for moving entities based on physics. The physics engine used by V-Play is Box2D.

Basic Physics Components


Physics body with a rectangular shape


Physics body with a round shape


Simulates a physics world and contains all physics bodies


Physics body with a polygonal shape set up with at least 3 vertices

Fixture Components

To create custom physics objects which use more than the default behavior of BoxCollider, CircleCollider or PolygonCollider, combinations of these Fixture types can be used inside a ColliderBase object:


A rectangular physics shape


An empty chain of points, or empty polygon (loop)


A circular physics shape


A flat edge between two points


Abstract base class of all fixture types


A filled convex polygonal physics shape

Joint Components

To link multiple physics objects together, the following types of joints can be used:


Keeps the distance between 2 bodies constant


Top-down friction between 2 bodies


Connects 2 Joint objects together


Abstract base class of all joints types


Keeps the relative translation and rotation between 2 bodies constant


Used to manipulate bodies with the mouse or touch input


Allows relative translation of two bodies along a specified axis and prevents rotation


Keeps the total distance between a body, 2 points and another body constant


Forces two bodies to share a common anchor point around which the bodies rotate


Restricts the maximum distance between two points


Glues two bodies together keeping a constant relative angle


Allows relative rotation and translation of two bodies along a specified axis

Advanced Physics Components

The above components will be used most of the time. These components are for advanced use:


A physics body which consists of one or more Fixture elements


Contains static properties of the Box2D physics engine


Base component for BoxCollider, CircleCollider and PolygonCollider. All physics colliders including BoxCollider, CircleCollider and PolygonCollider inherit from ColliderBase


Information about a physics contact event


Draws a debug view of the physics components


A property group for getting profiling data about the current state and performance of the physics simulation


A RayCast object that reports when a ray hits a Fixture


Represents a Box2D physics world including bodies and joints

V-Play & Qt Multimedia Components

These components allow to play audio and video files.


Component allows you to show videos with transparency


Element allows playing long-lasting and looping background sound in wav, mp3 or ogg file format


Element allows playing short-lasting and looping sound effects in wav file format

In addition to the above list, also these Qt Quick Components are useful:

Audio Add audio playback to a scene
SoundEffect Provides a way to play sound effects in QML
MediaPlayer Add media playback to a scene
Video A convenience type for showing a specified video
VideoOutput Render video or camera viewfinder
Camera Access viewfinder frames, and take photos and movies
Radio Access radio functionality from a QML application
Torch Simple control over torch functionality
QtMultimedia Provides a global object with useful functions from Qt Multimedia

Networking Components

These components handle network activities.

XMLHttpRequest Element

The XMLHttpRequest object can be used to asynchronously obtain data from over a network.

AI Components

The AI components move entities towards a target point, with a constant velocity or along a path.


Provides information for a MovementAnimation or a ColliderBase about the direction and rotation when moving towards a target


Modifies a property with a constant velocity and acceleration


Interpolates an entity along a path and rotates it towards the target points

RUBE Components

The RUBE components allow loading of levels and Box2D objects created with RUBE, which stands for Really Useful Box2D Editor. You can use RUBE to create side scrollers like Badland or Jetpack Joyride, platformers like Super Mario, and other physics-based games.


Represents a Box2D body as defined in the JSON file from the RUBE level editor


Represents a Box2D Circle fixture as defined in the JSON file from the RUBE level editor


Represents a Box2D Polygon fixture as defined in the JSON file from the RUBE level editor


Represents an image as defined in the JSON file from the RUBE level editor


Creates QML items based on the description of a JSON file exported by the RUBE level editor

Slot Machine Components

The slot machine components allow to create slot games with V-Play.


Component allows to easily implement a slot machine with multiple reels and rows. It also provides methods to spin or stop the slot machine and lets you access the visible items in each reel and row


Allows to easily generate reels with randomly shuffled items for a SlotMachine


Element describes a reel to be displayed within the SlotMachine component

Particles Components

The Particles components provide particle effect rendering.


Component allows visual effects like fire, explosions, smoke or rain

Most useful QML Components

Item The Item is the most basic of all visual items in QML.
Animation The Animation element is the base of all QML animations lasting for a fixed time.
Timer The Timer item triggers a handler at a specified interval.
Loader The Loader item allows dynamically loading an Item-based subtree from a URL or Component.

Click here to see a full list of all QML components

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