Sandbox.GameObject.Flags : api/Sandbox.GameObject/Flags
trophy 0GameObject.Flags = (GameObjectFlags)128; //or GameObject.Flags = GameObjectFlags.DontDestroyOnLoad;
None = 0, /// Hide this object in heirachy/inspector Hidden = 1, /// Don't save this object to disk, or when duplicating NotSaved = 2, /// Auto created - it's a bone, driven by animation Bone = 4, /// Auto created - it's an attachment Attachment = 8, /// There's something wrong with this Error = 16, /// Loading something Loading = 32, /// Is in the process of deserializing Deserializing = 64, /// When loading a new scene, keep this gameobject active DontDestroyOnLoad = 128, /// Keep local - don't network this object as part of the scene snapshot NotNetworked = 256, /// In the process of refreshing from the network [Obsolete] Refreshing = 512, /// Stops animation stomping the bone, will use the bone's local position ProceduralBone = 1024, /// Only exists in the editor. Don't spawn it in game. EditorOnly = 2048, /// Ignore the parent transform. Basically, position: absolute for gameobjects. Absolute = 4096, /// The position of this object is controlled by by physics - usually via a RigidBody component PhysicsBone = 8192, /// Stops this object being interpolated, either via the network system or the physics system NoInterpolation = 16384