struct GameObjectFlags

in global :: Sandbox

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public static GameObjectFlags Hidden

Hide this object in heirachy/inspector

public static GameObjectFlags NotSaved

Don't save this object to disk, or when duplicating

public static GameObjectFlags Bone

Auto created - it's a bone, driven by animation

public static GameObjectFlags Attachment

Auto created - it's an attachment

public static GameObjectFlags Error

There's something wrong with this

public static GameObjectFlags Loading

Loading something

public static GameObjectFlags Deserializing

Is in the process of deserializing

public static GameObjectFlags DontDestroyOnLoad

When loading a new scene, keep this gameobject active

public static GameObjectFlags NotNetworked

Keep local - don't network this object as part of the scene snapshot

public static GameObjectFlags Refreshing

In the process of refreshing from the network

public static GameObjectFlags ProceduralBone

Stops animation stomping the bone, will use the bone's local position

public static GameObjectFlags EditorOnly

Only exists in the editor. Don't spawn it in game.

public static GameObjectFlags Absolute

Ignore the parent transform. Basically, position: absolute for gameobjects.

public int value__

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public Type GetType( )

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public TypeCode GetTypeCode( )

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public string ToString( string format, IFormatProvider provider )

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public string ToString( IFormatProvider provider )

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public string ToString( string format )

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public string ToString( )

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public int CompareTo( object target )

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public int GetHashCode( )

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public bool Equals( object obj )

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public static GameObjectFlags None

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public bool HasFlag( Enum flag )

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