class GameObject
An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject is still in the scene, but the components don't tick and are all disabled.
public GameObject Clone( ref CloneConfig cloneConfig )
Create a unique copy of the passed in GameObject
public static GameObject Clone( string prefabPath, Transform transform, GameObject parent = null, bool startEnabled = True, string name = null )
Clone a prefab from path
public static GameObject Clone( PrefabFile prefabFile, Transform transform, GameObject parent = null, bool startEnabled = True, string name = null )
Clone a prefab from path
public GameObject Clone( Transform transform, GameObject parent = null, bool startEnabled = True, string name = null )
Create a unique copy of the GameObject
public GameObject Clone( Vector3 position )
Create a unique copy of the GameObject
public GameObject Clone( Vector3 position, Rotation rotation )
Create a unique copy of the GameObject
public GameObject Clone( Vector3 position, Rotation rotation, Vector3 scale )
Create a unique copy of the GameObject
public GameObject Clone( GameObject parent, Vector3 position, Rotation rotation, Vector3 scale )
Create a unique copy of the GameObject
public Scene Scene { get; }
The scene that this GameObject is in.
public GameTransform Transform { get; }
Our position relative to our parent, or the scene if we don't have any parent.
public string Name { get; set; }
The GameObject's name is usually used for debugging, and for finding it in the scene.
public bool IsRoot { get; }
Returns true of this is a root object. Root objects are parented to the scene.
public GameObject Root { get; }
Return the root GameObject. The root is the object that is parented to the scene - which could very much be this object.
public CancellationToken EnabledToken { get; }
This token is cancelled when the GameObject ceases to exist, or is disabled
public ComponentList Components { get; }
Access components on this GameObject
public bool Enabled { get; set; }
Is this gameobject enabled?
public bool Active { get; }
Is this gameobject active. For it to be active, it needs to be enabled, all of its ancestors need to be enabled, and it needs to be in a scene.
public bool IsDescendant( GameObject decendant )
Returns true if the passed in object is a decendant of ours
public bool IsAncestor( GameObject ancestor )
Returns true if the passed in object is an ancestor
public GameObject GetNextSibling( bool enabledOnly )
Get the GameObject after us,
public DebugOverlaySystem DebugOverlay { get; }
Allows drawing of temporary debug shapes and text in the scene
public bool IsValid { get; }
True if the GameObject is not destroyed
public bool IsDestroyed { get; }
Return true if this object is destroyed. This will also return true if the object is marked to be destroyed soon.
public Transform LocalTransform { get; set; }
The local transform of the game object.
public Vector3 LocalPosition { get; set; }
The local position of the game object.
public Rotation LocalRotation { get; set; }
The local rotation of the game object.
public Vector3 LocalScale { get; set; }
The local scale of the game object.
public bool IsProxy { get; }
True if this is a networked object and is owned by another client. This means that we're not controlling this object, so shouldn't try to move it or anything.
public bool IsNetworkRoot { get; }
If true then this object is the root of a networked object.
public bool Networked { get; set; }
OBSOLETE: Use NetworkMode instead.
public NetworkMode NetworkMode { get; set; }
How should this object be networked to other clients? By default, a will be networked as part of the snapshot.
public bool NetworkInterpolation { get; set; }
Whether or not our networked transform will be interpolated. This property will only be synchronized for a root network object.
public bool NetworkSpawn( bool enabled, Connection owner )
Spawn on the network. If you have permission to spawn entities, this will spawn on everyone else's clients, and you will be the owner.
public bool NetworkSpawn( Connection owner )
Spawn on the network. If you have permission to spawn entities, this will spawn on everyone else's clients and the owner will be the connection provided.
public GameObject.NetworkAccessor Network { get; }
Access network information for this GameObject.
public static GameObject GetPrefab( string prefabFilePath )
Get the GameObject of a prefab from file path
public SoundHandle PlaySound( SoundEvent sound, Vector3 positionOffset = null )
Play this sound on this GameObject. The sound will follow the position of the GameObject.
public void StopAllSounds( float fadeOutTime = 0 )
Stop any sounds playing on this GameObject
public Transform WorldTransform { get; set; }
The world transform of the game object.
public Vector3 WorldPosition { get; set; }
The world position of the game object.
public Rotation WorldRotation { get; set; }
The world rotation of the game object.
public Vector3 WorldScale { get; set; }
The world scale of the game object.
public GameObject( GameObject parent, bool enabled = True, string name = null )
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public GameObject( bool enabled, string name )
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public int GetHashCode( )
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public bool Equals( object obj )
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public Type GetType( )
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public bool NetworkSpawn( )
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public GameTags Tags { get; set; }
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public void BreakFromPrefab( )
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public static object JsonRead( ref Utf8JsonReader reader, Type targetType )
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public void SetPrefabSource( string prefabSource )
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public static void JsonWrite( object value, Utf8JsonWriter writer )
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public void UpdateFromPrefab( )
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public string PrefabInstanceSource { get; }
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public bool IsPrefabInstance { get; }
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public bool IsPrefabInstanceRoot { get; }
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public JsonObject Serialize( GameObject.SerializeOptions options = null )
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public void Deserialize( JsonObject node )
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public void Deserialize( JsonObject node, GameObject.DeserializeOptions option )
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public GameObject( )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public static GameObject Clone( string prefabPath, Nullable<CloneConfig> config = null )
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public static GameObject Clone( PrefabFile prefabFile, Nullable<CloneConfig> config = null )
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public GameObject Clone( )
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public string ToString( )
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public GameObject Parent { get; set; }
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public List<GameObject> Children { get; }
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public void AddSibling( GameObject go, bool before, bool keepWorldPosition = True )
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public void SetParent( GameObject value, bool keepWorldPosition = True )
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public void MakeNameUnique( )
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public IEnumerable<GameObject> GetAllObjects( bool enabled )
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public void EditLog( string name, object source )
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public BBox GetBounds( )
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public Guid Id { get; }
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public BBox GetLocalBounds( )
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public void DestroyImmediate( )
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public void Clear( )
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public GameObjectFlags Flags { get; set; }
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public T AddComponent( bool startEnabled = True )
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public T GetOrAddComponent( bool startEnabled = True )
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public T GetComponent( bool includeDisabled = False )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public GameObject( bool enabled )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public bool HasGimzoHandle { get; }
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public void Destroy( )
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public bool HasGizmoHandle { get; }
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