class Scene

in global :: Sandbox

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public IEnumerable<Component> GetAllComponents( Type type )

Get all components of type. This can include interfaces. This function can only find enabled/active components.

public bool WantsSystemScene { get; set; }

If true we'll additive load the system scene when this scene is loaded. Defaults to true. You might want to disable this for specific scenes, like menu scenes etc.

public RenderAttributes RenderAttributes { get; }

Global render attributes accessible on any renderable in this Scene.

public GameObject CreateObject( bool enabled = True )

Create a GameObject on this scene. This doesn't require the scene to be the active scene.

public VolumeSystem Volumes { get; }

Allows quickly finding components that have a volume

public Scene.ISceneEditorSession Editor { get; }

Allows access to the scene's editor session from the game. This will be null if there is no editor session active on this scene.

public bool IsLoading { get; }

Return true if we're in an initial loading phase

public float NetworkRate { get; }

One divided by ProjectSettings.Networking.UpdateRate.

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

Call this method on this stage. This returns a disposable that will remove the hook when disposed.

public IEnumerable<GameObject> FindInPhysics( Sphere sphere )

Find game objects in a sphere using physics.

public IEnumerable<GameObject> FindInPhysics( BBox box )

Find game objects in a box using physics.

public GameObjectFlags Flags { get; set; }

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

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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 T AddComponent( bool startEnabled = True )

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public bool HasGizmoHandle { get; }

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public void DestroyImmediate( )

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public bool HasGimzoHandle { get; }

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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 BBox GetLocalBounds( )

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public BBox GetBounds( )

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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 void Clear( )

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public List<GameObject> Children { get; }

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public Rotation LocalRotation { get; set; }

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public Scene( )

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public bool Equals( object obj )

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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 void SetPrefabSource( string prefabSource )

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public GameObject.NetworkAccessor Network { get; }

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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 bool Active { get; }

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public Vector3 LocalPosition { get; set; }

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public Guid Id { get; }

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public Transform LocalTransform { get; set; }

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public GameObject Root { get; }

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public T GetSystem( )

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public float NetworkFrequency { get; set; }

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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 JsonObject Serialize( GameObject.SerializeOptions options = null )

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public bool LoadFromFile( string filename )

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public bool Load( SceneLoadOptions options )

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public bool Load( GameResource resource )

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public void StartLoading( )

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public void RunEvent( Action<T> action )

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public void ProcessDeletes( )

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public void ClearUnsavedChanges( )

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public IDisposable Push( )

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public static Scene CreateEditorScene( )

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public void Destroy( )

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public string Description { get; set; }

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public string Title { get; set; }

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public GameObjectDirectory Directory { get; }

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public GameResource Source { 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<T> GetAllComponents( )

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public IEnumerable<T> GetAll( )

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public CameraComponent Camera { get; }

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public void GetSystem( ref T val )

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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 CancellationToken EnabledToken { get; }

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public int GetHashCode( )

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public bool IsRoot { get; }

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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 Parent { get; set; }

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public GameObject Clone( )

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public GameObject Clone( ref CloneConfig cloneConfig )

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

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public bool IsFixedUpdate { get; }

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