struct GameObjectFlags
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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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