data_object Properties 38

Active
bool
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.
Children
List`1
Components
ComponentList
Access components on this GameObject
DebugOverlay
DebugOverlaySystem
Allows drawing of temporary debug shapes and text in the scene
Enabled
bool
Is this gameobject enabled?
EnabledToken
CancellationToken
This token is cancelled when the GameObject ceases to exist, or is disabled
Flags
GameObjectFlags
HasGimzoHandle
obsoletebool
HasGizmoHandle
bool
Id
Guid
IsDeserializing
bool
True if this GameObject is being deserialized right now
IsDestroyed
bool
Return true if this object is destroyed. This will also return true if the object is marked to be destroyed soon.
IsNetworkRoot
bool
If true then this object is the root of a networked object.
IsPrefabInstance
bool
This GameObject is part of a prefab instance.
IsPrefabInstanceRoot
bool
This GameObject is the root of a prefab instance. Returns true for regular instance roots and nested prefab instance roots.
IsProxy
bool
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.
IsRoot
bool
Returns true of this is a root object. Root objects are parented to the scene.
IsValid
bool
True if the GameObject is not destroyed
LocalPosition
Vector3
The local position of the game object.
LocalRotation
Rotation
The local rotation of the game object.
LocalScale
Vector3
The local scale of the game object.
LocalTransform
Transform
The local transform of the game object.
Name
string
The GameObject's name is usually used for debugging, and for finding it in the scene.
Network
NetworkAccessor
Access network information for this GameObject.
Networked
obsoletebool
OBSOLETE: Use NetworkMode instead.
NetworkInterpolation
obsoletebool
Whether our networked transform will be interpolated. This property will only be synchronized for a root network object. Obsolete: 09/12/2025
NetworkMode
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.
Parent
GameObject
PrefabInstanceSource
string
Root
GameObject
Return the root GameObject. The root is the object that is parented to the scene - which could very much be this object.
RootNetwork
NetworkAccessor
Scene
Scene
The scene that this GameObject is in.
Tags
GameTags
Transform
GameTransform
Our position relative to our parent, or the scene if we don't have any parent.
WorldPosition
Vector3
The world position of the game object.
WorldRotation
Rotation
The world rotation of the game object.
WorldScale
Vector3
The world scale of the game object.
WorldTransform
Transform
The world transform of the game object.

functions Methods 34

__rpc_Wrapper (m, argument)
__sync_GetValue (p)
T
__sync_SetValue (p)
AddComponent (startEnabled)
T
Add a component to this GameObject
AddSibling (go, before, keepWorldPosition)
BreakFromPrefab ()
We are cloned from a prefab. Stop that.
Clear ()
Destroy all components and child objects
Clone (cloneConfig)
GameObject
Create a unique copy of the passed in GameObject
Deserialize (node)
Destroy ()
Destroy this object. Will actually be destroyed at the start of the next frame.
DestroyImmediate ()
Destroy this object immediately. Calling this might cause some problems if functions are expecting the object to still exist, so it's not always a good idea.
EditLog (name, source)
obsolete
GetAllObjects (enabled)
IEnumerable`1
GetBounds ()
BBox
This is slow, and somewhat innacurate. Don't call it every frame!
GetComponent (includeDisabled)
T
Get a component on this GameObject
GetComponentInChildren (includeDisabled, includeSelf)
T
Get component on this GameObject or on descendant GameObjects
GetComponentInParent (includeDisabled, includeSelf)
T
Get component on this GameObject and on ancestor GameObjects
GetComponents (includeDisabled)
IEnumerable`1
Get components on this GameObject
GetComponentsInChildren (includeDisabled, includeSelf)
IEnumerable`1
Get components on this GameObject and on descendant GameObjects
GetComponentsInParent (includeDisabled, includeSelf)
IEnumerable`1
Get components on this GameObject and on ancestor GameObjects
GetLocalBounds ()
BBox
This is slow, and somewhat innacurate. Don't call it every frame!
GetNextSibling (enabledOnly)
GameObject
Get the GameObject after us,
GetOrAddComponent (startEnabled)
T
Add a component to this GameObject
IsAncestor (ancestor)
bool
Returns true if the passed in object is an ancestor
IsDescendant (decendant)
bool
Returns true if the passed in object is a decendant of ours
MakeNameUnique ()
NetworkSpawn ()
bool
Spawn on the network. If you have permission to spawn entities, this will spawn on everyone else's clients, and you will be the owner.
PlaySound (sound, positionOffset)
SoundHandle
Play this sound on this GameObject. The sound will follow the position of the GameObject. You'll be able to use GameObject.StopAllSounds to stop all sounds that are following this GameObject.
RunEvent (action, find)
Serialize (options)
JsonObject
Returns either a full JsonObject with all the GameObjects data, or if this GameObject is a prefab instance, it will return an object containing the patch/diff between instance and prefab.
SetParent (value, keepWorldPosition)
SetPrefabSource (prefabSource)
obsolete
StopAllSounds (fadeOutTime)
Stop any sounds playing on this GameObject
UpdateFromPrefab ()

Inheritance

trophy 520
Jul 2022 1 post
easter egg
trophy 1437
Aug 2022 10 posts
какая на@!й пасхалка
trophy 0
Aug 2025 1 post
hey hows it goin
trophy 335
Apr 2026 2 posts
this is very helpful, i wish i stumbled upon this earlier
people
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