class PrefabScene

in global :: Sandbox

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public PrefabScene.VariableCollection Variables { get; }

A list of variables and their targets for this prefab scene

public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public T GetComponent( bool includeDisabled = False )

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public T GetOrAddComponent( bool startEnabled = True )

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public T AddComponent( bool startEnabled = True )

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public GameObjectFlags Flags { get; set; }

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public void Clear( )

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public void DestroyImmediate( )

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public bool IsDestroyed { get; }

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public bool IsValid { get; }

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public DebugOverlaySystem DebugOverlay { get; }

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public GameObject GetNextSibling( bool enabledOnly )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public CancellationToken EnabledToken { get; }

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public void EditLog( string name, object source )

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public IEnumerable<GameObject> GetAllObjects( bool enabled )

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public void MakeNameUnique( )

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public void SetParent( GameObject value, bool keepWorldPosition = True )

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public void AddSibling( GameObject go, bool before, bool keepWorldPosition = True )

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public bool IsAncestor( GameObject ancestor )

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public bool IsDescendant( GameObject decendant )

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public bool Active { get; }

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public List<GameObject> Children { get; }

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public GameObject Parent { get; set; }

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public string ToString( )

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public bool Enabled { get; set; }

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public ComponentList Components { get; }

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public BBox GetBounds( )

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public BBox GetLocalBounds( )

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public GameObject Root { get; }

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public Type GetType( )

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldPosition { get; set; }

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public Transform WorldTransform { get; set; }

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public GameTags Tags { get; set; }

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public void StopAllSounds( float fadeOutTime = 0 )

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public SoundHandle PlaySound( SoundEvent sound, Vector3 positionOffset = null )

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public bool IsPrefabInstanceRoot { get; }

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public bool IsPrefabInstance { get; }

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public string PrefabInstanceSource { get; }

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public void UpdateFromPrefab( )

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public void BreakFromPrefab( )

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public bool HasGimzoHandle { get; }

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public void SetPrefabSource( string prefabSource )

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public bool NetworkSpawn( Connection owner )

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public bool NetworkSpawn( bool enabled, Connection owner )

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public bool NetworkSpawn( )

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public bool NetworkInterpolation { get; set; }

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public NetworkMode NetworkMode { get; set; }

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public bool Networked { get; set; }

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public bool IsNetworkRoot { get; }

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public bool IsProxy { get; }

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public Vector3 LocalScale { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Transform LocalTransform { get; set; }

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public Guid Id { get; }

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public GameObject.NetworkAccessor Network { get; }

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public bool HasGizmoHandle { get; }

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public int GetHashCode( )

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public bool LoadFromFile( string filename )

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public bool IsLoading { get; }

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public void StartLoading( )

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public void RunEvent( Action<T> action )

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public Scene.ISceneEditorSession Editor { get; }

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public void ProcessDeletes( )

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public VolumeSystem Volumes { get; }

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public void ClearUnsavedChanges( )

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public IDisposable Push( )

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public GameObject CreateObject( bool enabled = True )

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public RenderAttributes RenderAttributes { get; }

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public bool WantsSystemScene { get; set; }

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public string Description { get; set; }

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public string Title { get; set; }

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public bool Load( SceneLoadOptions options )

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public GameObjectDirectory Directory { get; }

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public bool HasUnsavedChanges { get; }

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public PhysicsWorld PhysicsWorld { get; }

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public SceneWorld DebugSceneWorld { get; }

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public SceneWorld SceneWorld { get; }

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public bool IsEditor { get; }

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public IEnumerable<Component> GetAllComponents( Type type )

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public IEnumerable<T> GetAllComponents( )

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public CameraComponent Camera { get; }

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public void Deserialize( JsonObject node, GameObject.DeserializeOptions options )

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public JsonObject Serialize( GameObject.SerializeOptions options = null )

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public void Destroy( )

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public PrefabFile ToPrefabFile( )

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public bool Load( GameResource resource )

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public GameResource Source { get; }

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public bool IsRoot { get; }

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public void Deserialize( JsonObject node )

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public string Name { get; set; }

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public GameTransform Transform { get; }

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public Scene Scene { get; }

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public GameObject Clone( GameObject parent, Vector3 position, Rotation rotation, Vector3 scale )

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public GameObject Clone( Vector3 position, Rotation rotation, Vector3 scale )

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public GameObject Clone( Vector3 position, Rotation rotation )

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public GameObject Clone( Vector3 position )

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public GameObject Clone( )

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public GameObject Clone( Transform transform, GameObject parent = null, bool startEnabled = True, string name = null )

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public GameObject Clone( ref CloneConfig cloneConfig )

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public IEnumerable<GameObject> FindInPhysics( BBox box )

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public IEnumerable<GameObject> FindInPhysics( Sphere sphere )

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public SceneTrace Trace { get; }

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public void GameTick( )

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public void EditorDraw( )

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public void EditorTick( float timeNow, float timeDelta )

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public float TimeScale { get; set; }

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public bool UseFixedUpdate { get; set; }

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public bool ThreadedAnimation { get; set; }

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public int PhysicsSubSteps { get; set; }

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public int MaxFixedUpdates { get; set; }

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public float FixedUpdateFrequency { get; set; }

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public float FixedDelta { get; }

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public bool IsFixedUpdate { get; }

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public void GetSystem( ref T val )

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public T GetSystem( )

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public IDisposable AddHook( GameObjectSystem.Stage stage, int order, Action action, string className, string description )

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public IEnumerable<T> GetAll( )

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public float NetworkRate { get; }

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public float NetworkFrequency { get; set; }

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public bool Equals( object obj )

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