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. |
| Children |
|
| Components |
Access components on this GameObject |
| DebugOverlay |
Allows drawing of temporary debug shapes and text in the scene |
| Enabled |
Is this gameobject enabled? |
| EnabledToken |
This token is cancelled when the GameObject ceases to exist, or is disabled |
| Flags |
|
| HasGimzoHandleobsolete |
|
| HasGizmoHandle |
|
| Id |
|
| IsDeserializing |
True if this GameObject is being deserialized right now |
| IsDestroyed |
Return true if this object is destroyed. This will also return true if the object is marked to be destroyed soon. |
| IsNetworkRoot |
If true then this object is the root of a networked object. |
| IsPrefabInstance |
This GameObject is part of a prefab instance. |
| IsPrefabInstanceRoot |
This GameObject is the root of a prefab instance.
Returns true for regular instance roots and nested prefab instance roots. |
| 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. |
| IsRoot |
Returns true of this is a root object. Root objects are parented to the scene. |
| IsValid |
True if the GameObject is not destroyed |
| 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. |
| Name |
The GameObject's name is usually used for debugging, and for finding it in the scene. |
| Network |
Access network information for this GameObject. |
| Networkedobsolete |
OBSOLETE: Use NetworkMode instead. |
| NetworkInterpolation |
Whether or not our networked transform will be interpolated. This property will only
be synchronized for a root network object. |
| 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 |
|
| PrefabInstanceSource |
|
| Root |
Return the root GameObject. The root is the object that is parented to the scene - which could very much be this object. |
| Scene |
The scene that this GameObject is in. |
| Tags |
|
| Transform |
Our position relative to our parent, or the scene if we don't have any parent. |
| 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. |