# Sandbox.GameObjectFlags

- Kind: enum
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Modifiers: sealed

## Fields

- [`Absolute`](/api/Sandbox.GameObjectFlags/Absolute): Ignore the parent transform. Basically, position: absolute for gameobjects.
- [`Attachment`](/api/Sandbox.GameObjectFlags/Attachment): Auto created - it's an attachment
- [`Bone`](/api/Sandbox.GameObjectFlags/Bone): Auto created - it's a bone, driven by animation
- [`Deserializing`](/api/Sandbox.GameObjectFlags/Deserializing): Is in the process of deserializing
- [`DontDestroyOnLoad`](/api/Sandbox.GameObjectFlags/DontDestroyOnLoad): When loading a new scene, keep this gameobject active
- [`EditorOnly`](/api/Sandbox.GameObjectFlags/EditorOnly): Only exists in the editor. Don't spawn it in game.
- [`Error`](/api/Sandbox.GameObjectFlags/Error): There's something wrong with this
- [`Hidden`](/api/Sandbox.GameObjectFlags/Hidden): Hide this object in hierarchy/inspector
- [`Loading`](/api/Sandbox.GameObjectFlags/Loading): Loading something
- [`NoInterpolation`](/api/Sandbox.GameObjectFlags/NoInterpolation): Stops this object being interpolated, either via the network system or the physics system
- [`None`](/api/Sandbox.GameObjectFlags/None)
- [`NotNetworked`](/api/Sandbox.GameObjectFlags/NotNetworked): Keep local - don't network this object as part of the scene snapshot
- [`NotSaved`](/api/Sandbox.GameObjectFlags/NotSaved): Don't save this object to disk, or when duplicating
- [`PhysicsBone`](/api/Sandbox.GameObjectFlags/PhysicsBone): The position of this object is controlled by by physics - usually via a RigidBody component
- [`ProceduralBone`](/api/Sandbox.GameObjectFlags/ProceduralBone): Stops animation stomping the bone, will use the bone's local position
- [`Refreshing`](/api/Sandbox.GameObjectFlags/Refreshing): In the process of refreshing from the network
- [`Static`](/api/Sandbox.GameObjectFlags/Static): This object never moves during gameplay. Applies to children too. Lets rendering, physics and navmesh make static optimizations.
