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Scripting > Runtime Classes > GameObject
GameObject Inherits from Object

Base class for all entities in Unity scenes.

See Also: Component

Variables
isStatic

Editor only API that specifies if a game object is static.

transform

The Transform attached to this GameObject. (null if there is none attached)

rigidbody

The Rigidbody attached to this GameObject (Read Only). (null if there is none attached)

camera

The Camera attached to this GameObject (Read Only). (null if there is none attached)

light

The Light attached to this GameObject (Read Only). (null if there is none attached)

animation

The Animation attached to this GameObject (Read Only). (null if there is none attached)

constantForce

The ConstantForce attached to this GameObject (Read Only). (null if there is none attached)

renderer

The Renderer attached to this GameObject (Read Only). (null if there is none attached)

audio

The AudioSource attached to this GameObject (Read Only). (null if there is none attached)

guiText

The GUIText attached to this GameObject (Read Only). (null if there is none attached)

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (Read Only). (null if there is none attached)

hingeJoint

The HingeJoint attached to this GameObject (Read Only). (null if there is none attached)

particleEmitter

The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached)

layer

The layer the game object is in. A layer is in the range [0...31]

active

Is the GameObject active? Activates/Deactivates the GameObject.

tag

The tag of this game object.

Constructors
GameObject

Creates a new game object, named name.

Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't. You can access both builtin components or scripts with this function.

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.

SetActiveRecursively

Sets the active state of this and all the game objects children to state.

CompareTag

Is this game object tagged with tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

AddComponent

Adds a component class named className to the game object.

SampleAnimation

Samples an animation at a given time for any animated properties.

Class Functions
CreatePrimitive

Creates a game object with a primitive mesh renderer and appropriate collider.

FindWithTag

Returns one active GameObject tagged tag. Returns null if no GameObject was found.

FindGameObjectsWithTag

Returns a list of active GameObjects tagged tag. Returns null if no GameObject was found.

Find

Finds a game object by name and returns it.

Inherited members
Inherited Variables
name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.