build Constructors 1

data_object Properties 29

Camera
CameraComponent
DebugSceneWorld
SceneWorld
Description
obsoletestring
Directory
GameObjectDirectory
Editor
ISceneEditorSession
Allows access to the scene's editor session from the game. This will be null if there is no editor session active on this scene.
FixedDelta
float
FixedUpdateFrequency
obsoletefloat
HasUnsavedChanges
obsoletebool
IsEditor
bool
IsFixedUpdate
bool
IsLoading
bool
Return true if we're in an initial loading phase
IsValid
bool
Returns true if this scene has not been destroyed
MaxFixedUpdates
obsoleteint
NavMesh
NavMesh
NetworkFrequency
obsoletefloat
NetworkRate
float
One divided by ProjectSettings.Networking.UpdateRate.
PhysicsMode
ScenePhysicsMode
Which physics simulation this scene runs. The physics world is built for one mode, so this is chosen once when the scene is authored and can't be changed while the scene is running.
PhysicsSubSteps
obsoleteint
PhysicsWorld
PhysicsWorld
RenderAttributes
RenderAttributes
Global render attributes accessible on any renderable in this Scene.
SceneWorld
SceneWorld
The scene world, holding this scene's renderables. Created on first access, so scenes that never render anything (like prefab caches or tests) never create one.
Source
GameResource
ThreadedAnimation
obsoletebool
TimeScale
float
Title
obsoletestring
Trace
SceneTrace
UseFixedUpdate
obsoletebool
Volumes
VolumeSystem
Allows quickly finding components that have a volume
WantsSystemScene
bool
If true we'll additive load the system scene when this scene is loaded. Defaults to true. You might want to disable this for specific scenes, like menu scenes etc.

functions Methods 27

AddHook (stage, order, action, className, description)
IDisposable
Call this method on this stage. This returns a disposable that will remove the hook when disposed.
BatchGroup ()
IDisposable
Collects anything inside into a batch group. A batchgroup is used with GameObject and Components to make sure that their OnEnable/OnDisable and other callbacks are called in a deterministic order, and that they can find each other during creation. Sandbox.GameObject.NetworkSpawn calls will also be batched.
ClearUnsavedChanges ()
obsolete
CreateObject (enabled)
GameObject
Create a GameObject on this scene. This doesn't require the scene to be the active scene.
Deserialize (node, option)
Destroy ()
Destroy this scene. After this you should never use it again.
EditorDraw ()
EditorTick (timeNow, timeDelta)
Finalize ()
FindAllWithTag (tag)
IEnumerable`1
Find objects with tag
FindAllWithTags (tags)
IEnumerable`1
FindInPhysics (sphere)
IEnumerable`1
Find game objects in a sphere using physics.
GameTick (timeDelta)
Get ()
T
Gets the first object found of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
GetAll ()
IEnumerable`1
Get all objects of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
GetAllComponents ()
IEnumerable`1
Get all components of type. This can include interfaces. This function can only find enabled/active components.
GetSystem ()
T
Get a specific system by type.
IsBBoxVisibleToConnection (target, box)
bool
Are these bounds visible to the specified Sandbox.Connection?
IsPointVisibleToConnection (target, position)
bool
Is a position visible to the specified Sandbox.Connection?
Load (resource)
bool
Load from the provided Sandbox.SceneFile. This will not load the scene for other clients in a multiplayer session, you should instead use Sandbox.Game.ChangeScene(Sandbox.SceneLoadOptions) if you want to bring other clients.
LoadFromFile (filename)
bool
Load from the provided file name. This will not load the scene for other clients in a multiplayer session, you should instead use Sandbox.Game.ChangeScene(Sandbox.SceneLoadOptions) if you want to bring other clients.
ProcessDeletes ()
Delete any GameObjects waiting to be deleted
Push ()
IDisposable
Push this scene as the active scene, for a scope
RunEvent (action, find)
Serialize (options)
JsonObject
SerializeProperties ()
JsonObject
StartLoading ()

data_object Static Properties 1

Inheritance

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