class in UnityEngine
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Inherits from:Object
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Implemented in:UnityEngine.CoreModule
Base class for all entities in Unity Scenes.
Note: Many variables in the GameObject class have been removed. To access GameObject.renderer in csharp, for example, use GetComponent<Renderer>() instead.
Additional resources: Component.
activeInHierarchy | Defines whether the GameObject is active in the Scene. |
activeSelf | The local active state of this GameObject. (Read Only) |
isStatic | Gets and sets the GameObject's StaticEditorFlags. |
layer | The layer the GameObject is in. |
scene | Scene that the GameObject is part of. |
sceneCullingMask | Scene culling mask Unity uses to determine which scene to render the GameObject in. |
tag | The tag of this GameObject. |
transform | The Transform attached to this GameObject. |
GameObject | Creates a new GameObject, named name. |
AddComponent | Adds a component class of type componentType to the GameObject. C# Users can use a generic version. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this GameObject or any of its children. |
CompareTag | Is this GameObject tagged with tag ? |
GetComponent | Gets a reference to a component of type T on the specified GameObject. |
GetComponentAtIndex | Gets a reference to a component at a specific index on the specified GameObject. |
GetComponentCount | Returns the number of components on this GameObject. |
GetComponentInChildren | Gets a reference to a component of type T on the specified GameObject, or any child of the GameObject. |
GetComponentIndex | Gets the index of the component specified on the specified GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the specified GameObject, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the specified GameObject. |
GetComponentsInChildren | Gets references to all components of type T on the specified GameObject, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the specified GameObject, and any parent of the GameObject. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this GameObject. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour. |
SetActive | Activates/Deactivates the GameObject, depending on the given true or false value. |
TryGetComponent | Gets the component of the specified type, if it exists. |
CreatePrimitive | Creates a GameObject with a primitive mesh renderer and appropriate collider. |
Find | Finds a GameObject by name and returns it. |
FindGameObjectsWithTag | Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found. |
FindWithTag | Returns one active GameObject tagged tag. Returns null if no GameObject was found. |
GetScene | Returns the Scene of a GameObject given by instance ID. |
InstantiateGameObjects | Instantiate a GameObject multiple times by instance ID and populate NativeArrays containing the new GameObjects by instance ID and their corresponding Transforms by instance ID. |
SetGameObjectsActive | Activates/Deactivates the GameObjects by instance ID, depending on the given true or false value. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |