yes, it's the same stuff to me. yes, components are just objects attached to other objects.
in unity it's:
this.transform.Translate(...); // "this" can be left away. internally "this" still will be used then.
this.animation.Play("Walk", ...);
or:
someotherobject.transform.Translate(...);
someotherobject.animation.Play("Walk", ...);
in gamestudio:
c_move(my, ...);
ent_animate(my, ...);
c_move(someotherobject, ...);
ent_animate(someotherobject, ...);
if gamestudio used object oriented syntax it would be (that's how it works with my python wrapper):
my.move(...);
my.animate(...);
someotherobject.move(...);
someotherobject.animate(...);
i don't see the big difference to unity there? and i don't think gamestudio is more flexible. the lack of oo rather makes it less flexible in my opinion (or maybe not less flexible but certainly more cumbersome in many situations).