An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position,
rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject
is still in the scene, but the components don't tick and are all disabled.
Active |
Is this gameobject active. For it to be active, it needs to be enabled, all of its ancestors
need to be enabled, and it needs to be in a scene.
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Children |
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Components |
Access components on this GameObject
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DebugOverlay |
Allows drawing of temporary debug shapes and text in the scene
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Enabled |
Is this gameobject enabled?
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EnabledToken |
This token is cancelled when the GameObject ceases to exist, or is disabled
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Flags |
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HasGimzoHandle |
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HasGizmoHandle |
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Id |
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IsDestroyed |
Return true if this object is destroyed. This will also return true if the object is marked to be destroyed soon.
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IsNetworkRoot |
If true then this object is the root of a networked object.
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IsPrefabInstance |
This GameObject is part of a prefab instance.
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IsPrefabInstanceRoot |
This GameObject is the root of a prefab instance.
Returns true for regular instance roots and nested prefab instance roots.
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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.
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IsRoot |
Returns true of this is a root object. Root objects are parented to the scene.
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IsValid |
True if the GameObject is not destroyed
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LocalPosition |
The local position of the game object.
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LocalRotation |
The local rotation of the game object.
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LocalScale |
The local scale of the game object.
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LocalTransform |
The local transform of the game object.
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Name |
The GameObject's name is usually used for debugging, and for finding it in the scene.
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Network |
Access network information for this GameObject.
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Networked |
OBSOLETE: Use NetworkMode instead.
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NetworkInterpolation |
Whether or not our networked transform will be interpolated. This property will only
be synchronized for a root network object.
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NetworkMode |
How should this object be networked to other clients? By default, a Sandbox.GameObject will be
networked as part of the Sandbox.GameObject.Scene snapshot.
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Parent |
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PrefabInstanceSource |
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Root |
Return the root GameObject. The root is the object that is parented to the scene - which could very much be this object.
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Scene |
The scene that this GameObject is in.
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Tags |
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Transform |
Our position relative to our parent, or the scene if we don't have any parent.
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WorldPosition |
The world position of the game object.
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WorldRotation |
The world rotation of the game object.
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WorldScale |
The world scale of the game object.
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WorldTransform |
The world transform of the game object.
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