s&
About
The Project
infoAbout s&box mapRoadmap monitoringMetricsEngine startup and usage numbers
Updates
newspaperLatest News published_with_changesChangesRelease-by-release changelog
Games
Browse Games Discover Games
gamejamslive now

Game Jam III

Ends Fri 25 Sep
ThemeOne More Round

The jam is running. Build something, or play the entries.

£50,000
prizepool
View the jam
Workshop
Playable
sports_esportsGamesStandalone games and gamemodes
Assets
landscapeMaps view_in_arModels textureMaterials apparelClothing
appsEverythingEvery asset type in one list
Forum
Learn
Documentation
rocket_launchGetting Started docsDocumentation apiAPI Reference
Resources
schoolTutorials manage_searchCode Search
inputLog in with Steam chevron_leftChange Language
简体中文EnglishРусскийEspañolPortuguês-BrasilDeutsch日本語FrançaisPolskiTürkçe한국어PirateItalianoไทย繁體中文УкраїнськаČeštinaNederlandsMagyarDanskSuomiSvenskaNorskΕλληνικάRomânăБългарскиTiếng ViệtBahasa IndonesiaEspañol-Latinoaméricaالعربية
Api
Classes
SceneUtility
chevron_left Classes
class
SceneUtility

Static Methods

functionsGetPrefabSceneremove_circleInstantiateremove_circleMakeGameObjectsUniquefunctionsMakeIdGuidsUniquefunctionsRenderGameObjectToBitmapfunctionsRenderModelBitmapremove_circleRunInBatchGroup
SceneUtility
class Sandbox .
staticsealedabstractSandbox.Engine

functions Static Methods 7

GetPrefabScene (prefabFile)
PrefabScene
Get a (cached) scene from a PrefabFile
Instantiate (template, transform)
obsoleteGameObject
Create a unique copy of the passed in GameObject
MakeGameObjectsUnique (json, rootGuid)
obsolete
MakeIdGuidsUnique (json, rootGuid)
Dictionary`2
RenderGameObjectToBitmap (objSource, bitmap)
Render a GameObject to a bitmap. This is usually used for easily rendering "previews" of GameObjects, for things like saving thumbnails etc.
RenderModelBitmap (model, bitmap)
Render a Model to a bitmap. This is usually used for easily rendering "previews" of Models for thumbnails
RunInBatchGroup (action)
obsolete
Run an action inside 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.
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.
Facepunch
  • News
  • Docs
  • Metrics
  • FAQ
  • Forum
  • Discord
  • Twitter