hm... i think there is some confusion about components.
unity uses objects just like other engines.
this.transform.position = ...
"this" is the current object. i haven't used unityscript yet but probably "this" is implicit there and you can leave it away?
in gamestudio the pendant is "my".
my.x = ...
You want to have a character walking on the screen
3dgs
you load a model in the editor
You create an Action in SED :
ent_Animate(my,...);
c_move(my,..);
you assign the Action to the model
Unity3d
you load a model in the editor
you create a script :
transform.Translate(...);
animation.Play("Walk",..);
you assign the script to the model
Truevision3D
The engine supplies a TVActor() class
you instance your model
TVActor myModel;
You load the model
myModel = TVActor.Load(".."):
In the game play you write
myModel.Move(...);
myModel.PlayAnimation("Walk",...);
Are exactly the same stuff for you ? I dont think so
In my opinion TrueVision only allow a true traditional OOP
Unity3d is on Component side, Components are also classes, if it is what you meant
3dgs is something in between
Actions in my opinion are components created by developer
3DGS is probably more flexibile than other engines but I find the code style quite ugly...personal taste of course