Version: 2022.3
LanguageEnglish
  • C#

GameObject

class in UnityEngine

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Inherits from:Object

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Implemented in:UnityEngine.CoreModule

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Description

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.

Properties

activeInHierarchyDefines whether the GameObject is active in the Scene.
activeSelfThe local active state of this GameObject. (Read Only)
isStaticGets and sets the GameObject's StaticEditorFlags.
layerThe layer the GameObject is in.
sceneScene that the GameObject is part of.
sceneCullingMaskScene culling mask Unity uses to determine which scene to render the GameObject in.
tagThe tag of this GameObject.
transformThe Transform attached to this GameObject.

Constructors

GameObjectCreates a new GameObject, named name.

Public Methods

AddComponentAdds a component class of type componentType to the GameObject. C# Users can use a generic version.
BroadcastMessageCalls the method named methodName on every MonoBehaviour in this GameObject or any of its children.
CompareTagIs this GameObject tagged with tag ?
GetComponentGets a reference to a component of type T on the specified GameObject.
GetComponentAtIndexGets a reference to a component at a specific index on the specified GameObject.
GetComponentCountReturns the number of components on this GameObject.
GetComponentInChildrenGets a reference to a component of type T on the specified GameObject, or any child of the GameObject.
GetComponentIndexGets the index of the component specified on the specified GameObject.
GetComponentInParentGets a reference to a component of type T on the specified GameObject, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the specified GameObject.
GetComponentsInChildrenGets references to all components of type T on the specified GameObject, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the specified GameObject, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this GameObject.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this GameObject and on every ancestor of the behaviour.
SetActiveActivates/Deactivates the GameObject, depending on the given true or false value.
TryGetComponentGets the component of the specified type, if it exists.

Static Methods

CreatePrimitiveCreates a GameObject with a primitive mesh renderer and appropriate collider.
FindFinds a GameObject by name and returns it.
FindGameObjectsWithTagReturns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
FindWithTagReturns one active GameObject tagged tag. Returns null if no GameObject was found.
GetSceneReturns the Scene of a GameObject given by instance ID.
InstantiateGameObjectsInstantiate a GameObject multiple times by instance ID and populate NativeArrays containing the new GameObjects by instance ID and their corresponding Transforms by instance ID.
SetGameObjectsActiveActivates/Deactivates the GameObjects by instance ID, depending on the given true or false value.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.