| animation |
The Animation attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| collider2D |
The Collider2D component attached to the object. |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| gameObject |
The game object this component is attached to. A component is always attached to a game object. |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
| tag |
The tag of this game object. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| m_CachedPtr |
|
| m_InstanceID |
|
| name |
The name of the object. |
| bounds |
The bounding volume of the renderer (Read Only). |
| castShadows |
Does this object cast shadows? |
| enabled |
Makes the rendered 3D object visible if enabled. |
| isPartOfStaticBatch |
Has this renderer been statically batched with any other renderers? |
| isVisible |
Is this renderer visible in any camera? (Read Only) |
| lightmapIndex |
The index of the lightmap applied to this renderer. |
| lightmapTilingOffset |
The tiling & offset used for lightmap. |
| lightProbeAnchor |
If set, Renderer will use this Transform's position to find the interpolated light probe. |
| localToWorldMatrix |
Matrix that transforms a point from local space into world space (Read Only). |
| material |
The material of this object. |
| materials |
All the materials of this object. |
| receiveShadows |
Does this object receive shadows? |
| sharedMaterial |
The shared material of this object. |
| sharedMaterials |
All the shared materials of this object. |
| sortingLayerID |
|
| sortingLayerName |
|
| sortingOrder |
|
| useLightProbes |
Use light probes for this Renderer. |
| worldToLocalMatrix |
Matrix that transforms a point from world space into local space (Read Only). |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag |
Is this game object tagged with tag? |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetHashCode |
|
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| GetPropertyBlock |
|
| Render |
|
| SetPropertyBlock |
Lets you add per-renderer material parameters without duplicating a material. |