Sometimes you know what you're looking for, but you don't know where it is.
Debugging
Name |
Code |
Logging to console |
Log.Info( $"Hello {username}" ); |
Drawing to screen |
DebugOverlay.ScreenText( new Vector2( 50, 50 ), "Hello" ); |
Asserting |
Assert.NotNull( obj, "Object was null!" ) |
Transforms
Name |
Code |
Get GameObject Position |
var p = go.WorldPosition; |
Set GameObject Position |
go.WorldPosition = new Vector3( 10, 0, 0 ); |
Get Local Position |
var p = go.LocalPosition; |
GameObjects
Name |
Code |
Find by name |
Scene.Directory.FindByName( "Cube" ).First(); |
Find by Guid |
Scene.Directory.FindByGuid( guid ); |
Creating |
var go = new GameObject(); |
Deleting |
go.Destroy() |
Disabling |
go.Enabled = false; |
Duplicating |
var newGo = go.Clone(); |
Adding a Tag |
go.Tags.Add( "player" ); |
Iterate Children |
foreach( var child in go.Children ) |
Deleted Check |
if ( go.IsValid() ) |
Components
Name |
Code |
Add component |
var c = go.AddComponent<ModelRenderer>(); |
Remove component |
c.Destroy() |
Disabling |
c.Enabled = false; |
Get GameObject |
var go = c.GameObject; |
Get Component |
var c = go.GetComponent<ModelRenderer>(); |
Get or Add |
var c = go.GetOrAddComponent<ModelRenderer>(); |
Iterate |
foreach ( var c in go.Components.GetAll() ) |
Deleted check |
if ( c.IsValid() ) |
Get all active |
foreach ( var c in Scene.GetAll<CameraComponent>() ) |