A GameObject can have many components, which are the building blocks of the game.
Active |
True if this Component is enabled, and all of its ancestor GameObjects are enabled
|
Components |
Access components on this component's GameObject
|
ComponentVersion |
The version of the component. Used by Sandbox.JsonUpgrader.
|
DebugOverlay |
Allows drawing of temporary debug shapes and text in the scene
|
Enabled |
<para>
The enable state of this Sandbox.Component.
</para><para>
This doesn't tell you whether the component is actually active because its parent
Sandbox.GameObject might be disabled. This merely tells you what the
component wants to be. You should use Sandbox.Component.Active to determine whether the
object is truly active in the scene.
</para> |
Flags |
|
GameObject |
The GameObject this component belongs to.
|
Id |
|
IsProxy |
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.
|
IsValid |
|
LocalPosition |
The local position of the game object.
|
LocalRotation |
The local rotation of the game object.
|
LocalScale |
The local scale of the game object.
|
LocalTransform |
The local transform of the game object.
|
Network |
|
OnComponentDestroy |
|
OnComponentDisabled |
|
OnComponentEnabled |
|
OnComponentFixedUpdate |
|
OnComponentStart |
|
OnComponentUpdate |
|
Scene |
The scene this Component is in. This is a shortcut for `GameObject.Scene`.
|
Tags |
|
Transform |
The transform of the GameObject this component belongs to. Components don't have their own transforms
but they can access the transform of the GameObject they belong to. This is a shortcut for `GameObject.Transform`.
|
WorldPosition |
The world position of the game object.
|
WorldRotation |
The world rotation of the game object.
|
WorldScale |
The world scale of the game object.
|
WorldTransform |
The world transform of the game object.
|