# Sandbox.SceneObject.SceneObjectFlagAccessor

- Kind: class
- Assembly: `Sandbox.Engine`

## Properties

- [`CastShadows`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/CastShadows): Whether this scene object should cast shadows.
- [`ExcludeGameLayer`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/ExcludeGameLayer): Don't render in the opaque/translucent game passes. This is useful when you want to only render in the Bloom layer, rather than additionally to it.
- [`IncludeInCubemap`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/IncludeInCubemap): Draw this in cubemaps
- [`IsDecal`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/IsDecal)
- [`IsOpaque`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/IsOpaque)
- [`IsStatic`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/IsStatic): Whether this object is a static, permanent part of the world that never moves. Static objects can use cheaper rendering paths (e.g. we dont render them on dynamic shadowmaps ).
- [`IsTranslucent`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/IsTranslucent)
- [`NeedsEnvironmentMap`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/NeedsEnvironmentMap): True if this object needs cubemap information
- [`NeedsLightProbe`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/NeedsLightProbe)
- [`OverlayLayer`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/OverlayLayer)
- [`SkyBoxLayer`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/SkyBoxLayer)
- [`ViewModelLayer`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/ViewModelLayer)
- [`WantsFrameBufferCopy`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/WantsFrameBufferCopy): Automatically sets the "FrameBufferCopyTexture" attribute within the material. This does the same thing as Render.CopyFrameBuffer(); except automatically if the pass allows for it.
- [`WantsPrePass`](/api/Sandbox.SceneObject.SceneObjectFlagAccessor/WantsPrePass)
