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 |
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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 |
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HasGimzoHandleobsolete |
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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. |
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 |
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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. |
Scene |
The scene that this GameObject is in. |
Tags |
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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. |